96{
97 glBindTexture(GL_TEXTURE_2D, m_RendererID);
98
99 if(alpha)
100 {
101 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
102 }
103
104 else
105 {
106 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, m_Width, m_Height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
107 }
108
109 glGenerateMipmap(GL_TEXTURE_2D);
110}