check_gl_error ("glClear");
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
+ check_gl_error ("glClearColor");
glEnable (GL_TEXTURE_2D);
+ check_gl_error ("glEnable GL_TEXTURE_2D");
glEnable (GL_COLOR_MATERIAL);
+ check_gl_error ("glEnable GL_COLOR_MATERIAL");
glEnable (GL_BLEND);
+ check_gl_error ("glEnable GL_BLEND");
glDisable (GL_DEPTH_TEST);
+ check_gl_error ("glDisable GL_DEPTH_TEST");
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport (0, 0, GetSize().x, GetSize().y);
_size = image->size ();
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB8, image->size().width, image->size().height, 0, GL_RGB, GL_UNSIGNED_BYTE, image->data()[0]);
+ check_gl_error ("glTexImage2D");
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ check_gl_error ("glTexParameteri");
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ check_gl_error ("glTexParameterf");
Refresh ();
}