- // Create the texture itself.
- texture_num = resource_pool->create_2d_texture(internal_format, width, height);
- glBindTexture(GL_TEXTURE_2D, texture_num);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, needs_mipmaps ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR);
- check_error();
- glBindTexture(GL_TEXTURE_2D, 0);
- check_error();
-
- needs_update = true;