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Alex Rivera
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Nevermind that I'm the one who created the texture in the first place and I should know perfectly well how many mipmaps I loaded/generated for it. I'm doing this for a unit test. There doesn't seem to be a glGetTexParameter parameter to find this out. The closest I've come is something like this: int max_level; glGetTexParameter( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, &max_level ); int max_mipmap = -1; for ( int i = 0; i < max_level; ++i ) { int width; glGetTexLevelParameter( GL_TEXTURE_2D, i, GL_TEXTURE_WIDTH, &width ); if ( 0 == width ) { max_mipmap = i-1; break; } ) Anyhow, glGetTexLevelParameter() will return 0 width for a nonexistent mipmap if I'm using an NVidia GPU, but with Mesa, it returns GL_INVALID_VALUE , which leads me to believe that this is very much the Wrong Thing To Do . How do I find out which mipmap levels I've populated a texture with?
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