I keep on getting segmentation fault each time I load fourth texture - what type of texture, I mean filename, does not matter. I checked value of GL_TEXTURES_STACK_SIZE which turned out to be 10 so quite more than 4, isn't it?
Here're code fragments:
funciton to load texture from png
static GLuint gl_loadTexture(const char filename[]) {
static int iTexNum = 1;
GLuint texture = 0;
img_s *img = NULL;
img = img_loadPNG(filename);
if (img) {
glGenTextures(iTexNum++, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, img->iGlFormat, img->uiWidth, img->uiHeight, 0, img->iGlFormat, GL_UNSIGNED_BYTE, img->p_ubaData);
img_free(img); //it may cause errors on windows
} else printf("Error: loading texture '%s' failed!\n", filename);
return texture;
}
actual loading
static GLuint textures[4];
static void gl_init() {
(...) //setting up OpenGL
/* loading textures */
textures[0] = gl_loadTexture("images/background.png");
textures[1] = gl_loadTexture("images/spaceship.png");
textures[2] = gl_loadTexture("images/asteroid.png");
textures[3] = gl_loadTexture("images/asteroid2.png"); //this is causing SegFault no matter which file I load!
}
Any ideas?
Problem is present on both Linux and Windows.