glBindTexture(GL_TEXTURE_2D, tex);
}
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glGenerateMipmap(GL_TEXTURE_2D);
+}
+
+
+void TextureGL::bind()
+{
+ glBindTexture(GL_TEXTURE_2D, tex);
}
\ No newline at end of file