glGenTextures(1, &envTexture);
glBindTexture(GL_TEXTURE_2D, envTexture);
texti = xpm_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi), MI_COLORMAP(mi),
glGenTextures(1, &envTexture);
glBindTexture(GL_TEXTURE_2D, envTexture);
texti = xpm_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi), MI_COLORMAP(mi),