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]);
}
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]);
}