Fix bug with generating textures
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e9baa0ebe3
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@ -177,7 +177,7 @@ int main() {
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glActiveTexture(GL_TEXTURE1); // activate the texture unit first before binding texture
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glActiveTexture(GL_TEXTURE1); // activate the texture unit first before binding texture
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glBindTexture(GL_TEXTURE_2D, textures[1]);
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glBindTexture(GL_TEXTURE_2D, textures[1]);
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if (container) {
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if (awesomeface) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width[1], height[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, awesomeface);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width[1], height[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, awesomeface);
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glGenerateMipmap(GL_TEXTURE_2D);
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glGenerateMipmap(GL_TEXTURE_2D);
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