From the output of the man page:
NAME
glTexStorage2D - simultaneously specify storage for all levels of a
two-dimensional or one-dimensional array texture
C SPECIFICATION
void glTexStorage2D(GLenum target, GLsizei levels,
GLenum internalformat, GLsizei width,
GLsizei height);
PARAMETERS
target
Specify the target of the operation. target must be one of
GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_1D_ARRAY,
GL_PROXY_TEXTURE_1D_ARRAY, GL_TEXTURE_RECTANGLE,
GL_PROXY_TEXTURE_RECTANGLE, or GL_PROXY_TEXTURE_CUBE_MAP.
levels
Specify the number of texture levels.
.......
I wound up pulling a Google search on “texture levels” and found only references to mipmaps, but no official definition on what this actually means. If someone could clarify that this is in fact
what the parameter correlates with, I’d appreciate it.
Regardless, how do I know what an appropriate value is for this parameter?
I have a 36*36 texture which is composed of unsigned chars. The texture is rendererd on the faces
of a cube (36 vertices; no indices are used).
For instance, passing in 16 as a value causes nothing at all to show,
where as a value of 2 causes a “wtf” mixture of colors which simply shouldn’t be there.
So, I’m just not sure exactly where to begin with this. Thanks again for any clarifications/advice.