GL_MAX_TEXTURE_COORDS gives zero
Good day to all, i am trying to call the function glGetIntegerv( GL_MAX_TEXTURE_COORDS, &MaxNumCoords ); , but the value returned in MaxNumCoords is set to 0 , what am i doing wrong ?
Yes, the code works, yes i call the function after the device context has been created, yes i have the latest drivers installed.
Core context? Does the call return any errors (make sure the error flag is cleared beforehand)? If you're using shaders you don't need that number anyway. You can pass as many tex coords per shader stage as your hardware permits.