|
|
if (!GL_CheckError("glGenTexures()", renderer)) {
|
|
if (!GL_CheckError("glGenTexures()", renderer)) {
|
|
|
data->glBindTexture(GL_TEXTURE_2D, palettedata->texture);
|
|
data->glBindTexture(GL_TEXTURE_2D, palettedata->texture);
|
|
|
data->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
data->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
|
if (!GL_CheckError("glTexImage2D()", renderer)) {
|
|
if (!GL_CheckError("glTexImage2D()", renderer)) {
|