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data = (GLuint *)calloc( 1, ((width * height)* 4 * sizeof(GLuint)) );
...
glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
...
glViewport(0,0,width,height);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
...
glBindTexture(GL_TEXTURE_2D, texture_id);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, width, height, 0); |
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