I get GL_INVALID_VALUE after calling glTexSubImage2D
- by user892644
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).