/// <summary> /// This function sets the image for the currently binded texture. /// </summary> /// <param name="target">The type of texture, TEXTURE_2D or PROXY_TEXTURE_2D.</param> /// <param name="level">For mip-map textures, ordinary textures should be '0'.</param> /// <param name="internalformat">The format of the data you are want OpenGL to create, e.g RGB16.</param> /// <param name="width">The width of the texture image (must be a power of 2, e.g 64).</param> /// <param name="height">The height of the texture image (must be a power of 2, e.g 32).</param> /// <param name="border">The width of the border (0 or 1).</param> /// <param name="format">The format of the data you are passing, e.g. RGBA.</param> /// <param name="type">The type of data you are passing, e.g GL_BYTE.</param> /// <param name="pixels">The actual pixel data.</param> public static void TexImage2D(TexImage2DTargets target, int level, TexImage2DFormats internalformat, int width, int height, int border, TexImage2DFormats format, TexImage2DTypes type, IntPtr pixels) { GL.TexImage2D((uint)target, level, (uint)internalformat, width, height, border, (uint)format, (uint)type, pixels); }