- glGenTextures(1, &glTextureID);
- glBindTexture(GL_TEXTURE_2D, glTextureID);
- glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
- glTexImage2D(GL_TEXTURE_2D, 0, // MipMap-Level
- nComponents,
- SizeX,
- SizeY,
- 0, // Breite der Grenze
- GL_RGB, GL_UNSIGNED_BYTE,
- Data);