This is a very vague problem, so please feel free to clarify anything about this project.
I'm working on a very large application, and recently a very perplexing bug has cropped up regarding the texturing. Some of the textures that we are loading are being loaded - I've stepped through the code, and it runs - but all OpenGL renders for those textures is a weird Pink/White striped texture.
What would you suggest to even begin debugging this situation?
- The project is multithreaded, but a mutex makes sure all OpenGL calls are not interrupted by anything else.
- Some textures are being loaded, some are not. They're all loaded in the exact same way.
- I've made sure that all textures exist
- The "pink/white" textures are definitely loaded in memory - they become visible shortly after I load any other texture into OpenGL.
I'm perplexed, and have no idea what else can be wrong. Is there an OpenGL command that can be called after glTexImage that would force the texture to become useable?
Edit: It's not about the commands failing, it's mainly a timing issue. The pink/white textures show up for a while, until more textures are loaded. It's almost as if the textures are queued up, and the queue just pauses at some time.
Next Edit: I got the glIntercept log working correctly, and this is what it outputted (before the entire program crashed)
http://freetexthost.com/1kdkksabdg
Next Edit: I know for a fact the textures are loaded in OpenGL memory, but for some reason they're not rendering in the program themselves.