glBindTexture (GL_TEXTURE_2D, bp->texture);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
bp->tex_w, bp->tex_h, 0,
- GL_RGBA,
- /* GL_UNSIGNED_BYTE, */
- GL_UNSIGNED_INT_8_8_8_8_REV,
- bp->tex_data);
+ GL_RGBA, GL_UNSIGNED_BYTE, bp->tex_data);
check_gl_error ("texture generation");
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);