#include int GBGLTexturePrepare(GBGL gl, GLuint* texture, unsigned char* rgba, int width, int height) { glGenTextures(1, texture); glBindTexture(GL_TEXTURE_2D, *texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgba); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); } void GBGLTextureEnable(GBGL gl, GLuint texture) { glBindTexture(GL_TEXTURE_2D, texture); glEnable(GL_TEXTURE_2D); } void GBGLTextureDisable(GBGL gl, GLuint texture) { glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); }