I’m having access violation on the call for glBindTexture
only when trying to rebind the last bound texture of GL_TEXTURE_2D_ARRAY
(which there wasn’t so I’m always reset the binding by binding 0).
This is my code:
Texture2D::Texture2D(unsigned int format, unsigned int width, unsigned int height, unsigned int unit, unsigned int mimapLevels, unsigned int layers)
: Texture(GL_TEXTURE_2D_ARRAY, unit)
{
unsigned int internalFormat;
if (format == GL_DEPTH_COMPONENT)
{
internalFormat = GL_DEPTH_COMPONENT32;
}
else
{
internalFormat = format;
}
m_Format = format;
m_Width = width;
m_Height = height;
unsigned int bound = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D_ARRAY, (int*)&bound);
GLCALL(glGenTextures(1, &m_ID));
GLCALL(glActiveTexture(GL_TEXTURE0 + m_Unit));
GLCALL(glBindTexture(m_Target, m_ID));
GLCALL(glTexParameteri(m_Target, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GLCALL(glTexParameteri(m_Target, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GLCALL(glTexStorage3D(m_Target, mimapLevels, internalFormat, width, height, layers));
for (size_t i = 0; i < layers; i++)
{
glTexSubImage3D(m_Target, 0, 0, 0, i, m_Width, m_Height, 1, m_Format, s_FormatTypeMap[internalFormat], NULL);
}
GLCALL(glBindTexture(m_Target, bound));
}
The last code where I try to reset the target with: GLCALL(glBindTexture(m_Target, bound));
is causing access violation error. OGL pointers are initialized with glad at the beginning of the program:
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
And this only happens with GL_TEXTURE_2D_ARRAY
, even when this is the first line of my code (after initialization of-course), example code:
auto t = Texture2D(GL_DEPTH_COMPONENT, 1024, 1024, 10, 1, 4);
Any idea what may be causing it?
Thanks in advance!