If the user calls glRenderBufferTexture(texture=N) but texture N
doesn't name an existing texture, raise GL_INVALID_ENUM.
Plus, add a comment about some questionable error checking code in
framebuffer_texture(). Ian?
texObj = _mesa_lookup_texture(ctx, texture);
if (texObj != NULL) {
if (textarget == 0) {
+ /* XXX what's the purpose of this? */
err = (texObj->Target != GL_TEXTURE_3D) &&
(texObj->Target != GL_TEXTURE_1D_ARRAY_EXT) &&
(texObj->Target != GL_TEXTURE_2D_ARRAY_EXT);
: (texObj->Target != textarget);
}
}
+ else {
+ /* can't render to a non-existant texture */
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glFramebufferTexture%sEXT(non existant texture)",
+ caller);
+ return;
+ }
if (err) {
_mesa_error(ctx, GL_INVALID_OPERATION,