Original Post
I'm approaching completion on my first OpenGL ES game (yay!) but just recently ran into an odd issue with texture filtering. I was trying to improve the game's performance when linear filtering suddenly broke. Code when creating textures was this:
But now, I'm having to set the texture parameters when binding textures and rendering geometry. Is this normal and was it just a fluke that it was working before?
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
But now, I'm having to set the texture parameters when binding textures and rendering geometry. Is this normal and was it just a fluke that it was working before?