Hello desert people :),
Short information. There is a problem with the internal texture format GL_RGB on the iOS platform.
In my application, I am trying to save some memory using GL_RGB instead of GL_RGBA as an internal format. For this, I use the following code snippet. Nothing else has changed.
glTexImage2D(_textureTargetType,
0,
GL_RGB,
texWidth,
texHeight,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
bitmapData);
On MacOS, these changes went freely, no problem. But on iOS, especially 4.3 (OpenGL ES2.0), it gives me GL_INVALID_OPERATION every time I try to display textured polygons with this texture. Since nothing but this format has changed, I think the problem is the incompatibility of the GL_RGB internal format with OpenGL ES2.0. This is just my guess, I'm not a guru.
iPod touch 4- .
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