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 };
set_size(300, 330);
tex.set_min_filter(GL::LINEAR);
- tex.storage(GL::RGB, 280, 280, 0);
+ tex.storage(GL::RGB, 280, 280);
tex.image(0, GL::RGB, GL::UNSIGNED_BYTE, 0);
fbo.attach(GL::COLOR_ATTACHMENT0, tex, 0);
depth.storage(GL::DEPTH_COMPONENT, 280, 280);