- // Create the textures themselves.
- glGenTextures(3, texture_num);
- check_error();
-
- for (unsigned channel = 0; channel < 3; ++channel) {
- glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE8, widths[channel], heights[channel], 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
- check_error();
- }
-
- needs_update = true;