I get GL_INVALID_VALUE after calling glTexSubImage2D

Posted by user892644 on Game Development See other posts from Game Development or by user892644
Published on 2013-10-16T17:18:28Z Indexed on 2013/10/17 16:27 UTC
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I am trying to figure out why my texture allocation does not work. Here is the code:

glTexStorage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2048, 2048);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2048, 2048, GL_RGB,
                GL_UNSIGNED_SHORT_5_6_5_REV, &BitMap[0]);

glTexSubImage2D returns GL_INVALID_VALUE but the maximum texture allowed is 16384x16384 on my card.

The source of the image is 16bit (Red 5, Green 6, Blue 5).

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