From b48d902672c12b18f7c5ada894267509446d9ced Mon Sep 17 00:00:00 2001 From: Zack Middleton Date: Tue, 13 Mar 2018 09:17:18 -0500 Subject: [PATCH] OpenGL1: Use glGenTextures instead of hardcoded values It's the proper way to use the OpenGL API. It's already done in the OpenGL2 renderer. --- code/renderergl1/tr_image.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/renderergl1/tr_image.c b/code/renderergl1/tr_image.c index c8eb7c0f..44816f15 100644 --- a/code/renderergl1/tr_image.c +++ b/code/renderergl1/tr_image.c @@ -861,7 +861,7 @@ image_t *R_CreateImage( const char *name, byte *pic, int width, int height, } image = tr.images[tr.numImages] = ri.Hunk_Alloc( sizeof( image_t ), h_low ); - image->texnum = 1024 + tr.numImages; + qglGenTextures(1, &image->texnum); tr.numImages++; image->type = type;