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According to the official references0 is reserved for the default texture of a given texture target, which is why I think that gl::BindTexture(gl::TEXTURE_2D, 0) should just load the default texture and not error.
However, in the error section there is the following line:
GL_INVALID_VALUE is generated if texture is not a name returned from a previous call to glGenTextures.
As 0 may not have been returned from glGenTextures when gl::BindTexture is called for the first time, this would mean that an error should be returned (which my OpenGL implementation does not do).
The text was updated successfully, but these errors were encountered:
According to the official references
0
is reserved for the default texture of a given texture target, which is why I think thatgl::BindTexture(gl::TEXTURE_2D, 0)
should just load the default texture and not error.However, in the error section there is the following line:
As
0
may not have been returned fromglGenTextures
whengl::BindTexture
is called for the first time, this would mean that an error should be returned (which my OpenGL implementation does not do).The text was updated successfully, but these errors were encountered: