Original Post
Everything works out great if I use the mipmap method but when I use glTexImage2D I get a runtime error on that line if the image is not a power of 2. Did I do this right? If the image is 256x256 everything is great, anything not a power of 2 creates a runtime error.
uint CalcGlPowOf2(uint s)
{
uint v= 16;
while(v < s)
v*=2;
return v;
}
void CreateGLTex()
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
AUX_RGBImageRec* Image= auxDIBImageLoad("bmp.bmp");
glGenTextures(1, &glTex);
glBindTexture(GL_TEXTURE_2D, glTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, bpp/8, CalcGlPowOf2(Image->sizeX), CalcGlPowOf2(Image->sizeY), 0, GL_RGB, GL_UNSIGNED_BYTE, Image->data);
//gluBuild2DMipmaps(GL_TEXTURE_2D, 3, Image->sizeX, Image->sizeY, GL_RGB, GL_UNSIGNED_BYTE, Image->data);
if (Image)
{
if (Image->data)
{
free(Image->data);
}
free(Image);
}
}