- GLuint vertex_texture;
- glGenTextures(1, &vertex_texture);
- glBindTexture(GL_TEXTURE_2D, vertex_texture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- GL_NEAREST_MIPMAP_NEAREST);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_FLOAT32_ATI, width, height, 0,
- GL_LUMINANCE, GL_FLOAT, data);