glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ clear_gl_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gflux->imageWidth,
gflux->imageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, gflux->image);
-
+ check_gl_error("texture");
}
void initLighting(void)