for (unsigned i = 0; i < num_textures; ++i) {
glBindTexture(GL_TEXTURE_2D, temp_textures[i]);
check_error();
for (unsigned i = 0; i < num_textures; ++i) {
glBindTexture(GL_TEXTURE_2D, temp_textures[i]);
check_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, empty);
check_error();
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, empty);
check_error();
}
glActiveTexture(GL_TEXTURE0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
check_error();
glActiveTexture(GL_TEXTURE0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
check_error();