glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
lc->texture->width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE,
(lc->texture->data +
(lc->texture->bytes_per_line * height * i)));
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
lc->texture->width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE,
(lc->texture->data +
(lc->texture->bytes_per_line * height * i)));