if (first) {
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, src);
} else {
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, 0, format, GL_UNSIGNED_BYTE, src);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, src);
}
check_error();
glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);