int gluBuild2DMipmaps(
GLenum target,
GLint components,
GLint width,
GLint height,
GLenum format,
GLenum type,
const void *data
);
components
The number of color components in the texture. Must be 1, 2, 3, or 4.
However, I see some OpenGL examples using internalformat, such as GL_RGB8, for the components argument instead.
The internalformat argument belongs to glTexImage2D():
Thanks! That looks much better. No confusing arguments. I suppose if I wanted to “turn off” mip-mapping for a texture that
was already created using this method, I could just set GL_TRUE to GL_FALSE and call it again?
Or perhaps I have to delete the textureID to get rid of the mimaps?