My app creates multiple 3D textures and applies them procedurally to different pieces of a model. Funny thing is the 3D texture applied is always the last one created!
I traced the problem and it seems that BindTexture(GL_TEXTURE_3D, id) is failing during the texture creation with INVALID_OPERATION!
Pseudo code:
[texture creation]
GenTextures( tex_count, id_array);
loop tex_count
Enable(TEXTURE_3D)
BindTexture(TEXTURE_3D, id_array[i]);
TexImage3D(TEXTURE_3D, …);
Is there something silly I’m forgetting to set/reset? It seems to fail for the first few but always succeeds on the last volume texture…
Jay