For an OpenGL texture cache I need to initialize a large (≥ 2048x2048) texture and then frequently update little sections of it.
The following (pseudo-)code works:
// Setup texture
int[] buffer = new int[2048*2048 / 4]; // Generate dummy buffer with 1 byte per pixel
int id = glGenTexture();
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 2048, 2048, 0, GL_ALPHA, GL_UNSIGNED_BYTE, buffer);
// Perform update
glBindTexture(GL_TEXTURE_2D, id);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_ALPHA, GL_UNSIGNED_BYTE, data);
But I find the totally unnecessary creation of a 4MB int-buffer a bit undesirable to say the least. So, I tried the following instead:
// Setup texture
int id = glGenTexture();
glBindTexture(GL_TEXTURE_2D, id);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 0, 0, 2048, 2048, 0);
This gave me a GL_INVALID_OPERATION error, which I believe is caused by the fact that the frame-buffer does not contain an alpha value, so rather than just setting that to 1, the call fails.
Next attempt:
// Setup texture
int id = glGenTexture();
glBindTexture(GL_TEXTURE_2D, id);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0, 2048, 2048, 0);
This works, but now my glTexSubImage2D call fails with GL_INVALID_OPERATION because it specifies GL_ALPHA instead of GL_LUMINANCE. So, I changed that as well to get:
// Perform update
glBindTexture(GL_TEXTURE_2D, id);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
And I changed my shader to read the value from the r
rather than the a
component.
This works on some devices, but on the iPhone 3GS, I still get the GL_INVALID_OPERATION error in the glTexSubImage2D call. Why? And how can I fix this? Is there some way, for example, to change the internal texture format? Or can I create some other framebuffer that does have an alpha component that I can use as the source for glCopyTexImage2D?
data
can be NULL
in your glTexImage2D()
call if you just want to allocate an empty texture:
data
may be a null pointer. In this case, texture memory is allocated to accommodate a texture ofwidth
andheight
. You can then download subtextures to initialize this texture memory. The image is undefined if the user tries to apply an uninitialized portion of the texture image to a primitive.