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OpenGL Does need to make sure that texture is completeness when accessing image

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Before using void glBindImageTexture(    GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format), does need to make sure that texture is completeness. 

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If you mean whether or not it exists, then it would be a good idea to check when you load the image. If you mean setup the texture then it should look similar to:

GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);

// Not sure if thses are the correct things to use with glBindImageTexture
glTexImage2D(GL_TEXTURE_2D, 0, Internal_Format, width, height, 0, Image_Format, GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

glBindImageTexture(0, id, /* Fill in the rest of the variables */);

 

Edited by Yxjmir

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