minDim = imgWidth < imgHeight ? imgWidth : imgHeight;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, imgWidth, 0,
- imgFormat, GL_UNSIGNED_BYTE, image);
- assert(glGetError() == GL_NO_ERROR);
+ /*
+ * 1D Texture. Test proxy first, if that works, test non-proxy target.
+ */
glTexImage1D(GL_PROXY_TEXTURE_1D, 0, GL_RGB, imgWidth, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_1D, 0, GL_TEXTURE_WIDTH, &w);
- assert(w == imgWidth);
+ assert(w == imgWidth || w == 0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imgWidth, imgHeight, 0,
- imgFormat, GL_UNSIGNED_BYTE, image);
- assert(glGetError() == GL_NO_ERROR);
+ if (w) {
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, imgWidth, 0,
+ imgFormat, GL_UNSIGNED_BYTE, image);
+ assert(glGetError() == GL_NO_ERROR);
+ }
+
+ /*
+ * 2D Texture
+ */
glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGB, imgWidth, imgHeight, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
- assert(w == imgWidth);
+ assert(w == imgWidth || w == 0);
- glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, imgWidth, imgHeight, 1, 0,
- imgFormat, GL_UNSIGNED_BYTE, image);
- assert(glGetError() == GL_NO_ERROR);
+ if (w) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imgWidth, imgHeight, 0,
+ imgFormat, GL_UNSIGNED_BYTE, image);
+ assert(glGetError() == GL_NO_ERROR);
+ }
+
+ /*
+ * 3D Texture
+ */
glTexImage3D(GL_PROXY_TEXTURE_3D, 0, GL_RGB, imgWidth, imgHeight, 1, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, &w);
- assert(w == imgWidth);
+ assert(w == imgWidth || w == 0);
+
+ if (w) {
+ glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, imgWidth, imgHeight, 1, 0,
+ imgFormat, GL_UNSIGNED_BYTE, image);
+ assert(glGetError() == GL_NO_ERROR);
+ }
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB,
- minDim, minDim, 0,
- imgFormat, GL_UNSIGNED_BYTE, image);
- assert(glGetError() == GL_NO_ERROR);
+ /*
+ * Cube Texture
+ */
glTexImage2D(GL_PROXY_TEXTURE_CUBE_MAP, 0, GL_RGB,
minDim, minDim, 0,
imgFormat, GL_UNSIGNED_BYTE, image);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_CUBE_MAP, 0, GL_TEXTURE_WIDTH, &w);
- assert(w == minDim);
+ assert(w == minDim || w == 0);
+ if (w) {
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB,
+ minDim, minDim, 0,
+ imgFormat, GL_UNSIGNED_BYTE, image);
+ assert(glGetError() == GL_NO_ERROR);
+ }
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);