gl.bindTexture(GL_TEXTURE_3D, tex3D);
GLint maxTexSize = 0x1234;
- gl.getIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
+ gl.getIntegerv(GL_MAX_3D_TEXTURE_SIZE_OES, &maxTexSize);
gl.getError(); // reset error
callFramebufferTexture3D(-1, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, tex3D, 0, 0);
// maximal dimensions
{
int maxTextureSize;
- gl.getIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
+ gl.getIntegerv(GL_MAX_3D_TEXTURE_SIZE_OES, &maxTextureSize);
++maxTextureSize;
const char* message =
- "GL_INVALID_VALUE is generated if width, height or depth is greater than GL_MAX_TEXTURE_SIZE.";
+ "GL_INVALID_VALUE is generated if width, height or depth is greater than GL_MAX_3D_TEXTURE_SIZE_OES.";
callCompressedTexImage3D(GL_TEXTURE_3D, 0, supportedCompressedFormat, maxTextureSize, 0, 0, 0, 0, 0);
verifyError(GL_INVALID_VALUE, message);
callCompressedTexImage3D(GL_TEXTURE_3D, 0, supportedCompressedFormat, 0, maxTextureSize, 0, 0, 0, 0);