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Thread: GL_NUM_COMPRESSED_TEXTURE_FORMATS == 3?

  1. #1
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    GL_NUM_COMPRESSED_TEXTURE_FORMATS == 3?

    I read in the manpages
    "GL_NUM_COMPRESSED_TEXTURE_FORMATS
    params returns a single integer value indicating the number of available compressed texture formats. The minimum value is 4."

    When I query with glGetIntegerv it returns 3.

  2. #2
    Senior Member Frequent Contributor arekkusu's Avatar
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    Re: GL_NUM_COMPRESSED_TEXTURE_FORMATS == 3?

    The man page is wrong.

    It's assuming that the RGTC formats promoted to the core should be exported.
    But they shouldn't be, per ARB_texture_compression_rgtc Issue 19.

    This query is essentially useless. If you want to know what formats are supported you should look at the core version and extensions.

  3. #3
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    Re: GL_NUM_COMPRESSED_TEXTURE_FORMATS == 3?

    I suppose that's why the first 'format' it returns equals 0x83F0 which is not defined as anything in my gl3.h file?

  4. #4
    Senior Member Frequent Contributor arekkusu's Avatar
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    Re: GL_NUM_COMPRESSED_TEXTURE_FORMATS == 3?

    0x83F0 = GL_COMPRESSED_RGB_S3TC_DXT1_EXT, per EXT_texture_compression_s3tc.

    This format that is (almost) universally supported isn't promoted into the core, so it's not in gl3.h.

  5. #5
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    Re: GL_NUM_COMPRESSED_TEXTURE_FORMATS == 3?

    Thanks for the quick reply

  6. #6
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    Re: GL_NUM_COMPRESSED_TEXTURE_FORMATS == 3?

    Edit: Mis-spelling in the man pages threw me off on this one. The have GL_DRAW_FRAMEBFUFER_BINDING instead of FRAMEBUFFER

  7. #7
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    Re: GL_NUM_COMPRESSED_TEXTURE_FORMATS == 3?

    Here's a new one. These are in gl3.h but querying with GetIntegerv leaves my GLint unchanged:

    glGetIntegerv( GL_MAX_VERTEX_STREAMS, lint );
    glGetIntegerv( GL_MAX_TRANSFORM_FEEDBACK_BUFFERS, lint );

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