glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
glTexImage1D (GL_TEXTURE_1D, 0, GL_RGBA,
tex_width, 0,
- GL_RGBA,
- /* GL_UNSIGNED_BYTE, */
- GL_UNSIGNED_INT_8_8_8_8_REV,
- tex_data);
+ GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
check_gl_error("texture");
glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);