mat->set_diffuse(GL::Color(1));
pass.set_material(mat);
GL::Texture2D *tex = new GL::Texture2D;
- tex->storage(GL::RGB, 2, 1, 0);
+ tex->storage(GL::RGB, 2, 1);
tex->set_min_filter(GL::NEAREST);
tex->set_mag_filter(GL::NEAREST);
unsigned char data[6] = { color>>16, color>>8, color, color2>>16, color2>>8, color2 };