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Retrieving Texture Parameters

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I just know there has to be a function for this. Lets say I create a texture through
m_Images[2].Load("LazerShot10.tga");
	glGenTextures(1, &TextHandels[2]);
	glBindTexture(GL_TEXTURE_2D, TextHandels[2]);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_Images[2].GetWidth(), m_Images[2].GetHeight(),
				 0, GL_RGBA, GL_UNSIGNED_BYTE, m_Images[2.GetImage());
What do I do if at some later time I want to find out what the width and height are.

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Quote:
Original post by zedzeek

GetTexLevelParameteriv( GL_TEXTURE_2D, level, GL_TEXTURE_WIDTH, ..
Am I to assume I have to bind the texture I am interested in first?

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glGetTexLevelParameter() will get the parameters of the currently uploaded texture in the current active texture unit. So, yes, if your texture is not bound, you will have to bind it first. Personally, I prefer to keep this kind of information off-line (not in the GL) and query my own structures for this stuff.

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