clear_gl_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
sb->btexture->width, sb->btexture->height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, sb->btexture->data);
+ GL_RGBA,
+ /* GL_UNSIGNED_BYTE, */
+ GL_UNSIGNED_INT_8_8_8_8_REV,
+ sb->btexture->data);
check_gl_error("texture");
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
clear_gl_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
sb->ftexture->width, sb->ftexture->height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, sb->ftexture->data);
+ GL_RGBA,
+ /* GL_UNSIGNED_BYTE, */
+ GL_UNSIGNED_INT_8_8_8_8_REV,
+ sb->ftexture->data);
check_gl_error("texture");
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);