I got a few textures created with the following setup:
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA32F_ARB, width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
(width and height are 64 for my current tests)
This crashes when it tries to dereference a null pointer in the dirvers somewhere. Removing the texture border (i.e. from 1 to 0) solves the crash. (But obviously no borders )
Im’m rendering to these using fbo’s but it is not rendering to them that causes them to crash but binding them on a texture unit and reading from them.
Has anyone had similar problems? and nows how to kindof “work around” it?