- glBindTexture(GL_TEXTURE_2D, skeleton.drawmodel.textureptr);
- gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB,
- skeleton.skinsize,
- skeleton.skinsize,
- GL_RGB, GL_UNSIGNED_BYTE,
- &skeleton.skinText[0]);
+ skeleton.drawmodel.textureptr.bind();
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, skeleton.skinsize, skeleton.skinsize, 0, GL_RGB, GL_UNSIGNED_BYTE, &skeleton.skinText[0]);