Here's the code I use to load a texture. image is a CGImageRef. After loading the image with this code, I eventually draw the image with glDrawArrays().
size_t imageW = CGImageGetWidth(image);
size_t imageH = CGImageGetHeight(image);
size_t picSize = pow2roundup((imageW > imageH) ? imageW : imageH);
GLubyte *textureData = (GLubyte *) malloc(picSize * picSize << 2);
CGContextRef imageContext = CGBitmapContextCreate( textureData, picSize, picSize, 8, picSize << 2, CGImageGetColorSpace(image), kCGImageAlphaNoneSkipLast | kCGBitmapByteOrder32Big );
if (imageContext != NULL) {
CGContextDrawImage(imageContext, CGRectMake(0.0, 0.0, (CGFloat)imageW, (CGFloat)imageH), image);
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
// when texture area is small, bilinear filter the closest mipmap
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// when texture area is large, bilinear filter the original
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// the texture wraps over at the edges (repeat)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, picSize, picSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
GLenum err = glGetError();
if (err != GL_NO_ERROR)
NSLog(@"Error uploading texture. glError: 0x%04X", err);
CGContextRelease(imageContext);
}
free(textureData);
This seems to work fine when the image is 320x480, but it fails when the image is larger (for example, picSize = 2048).
Here's what I get in the Debugger Console:
Error uploading texture. glError: 0x0501
What's the meaning of this error? What's the best workaround?