Is `texture = 0` sound for glBindTexture?
lcnr opened this issue · 0 comments
lcnr commented
According to the official references 0
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).