glGenTextures(1, tile->data);
}
+ gchar *clear = g_malloc0(2048*2048*4);
guint *tex = tile->data;
glBindTexture(GL_TEXTURE_2D, *tex);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 2048, 2048, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ GL_RGBA, GL_UNSIGNED_BYTE, clear);
glTexSubImage2D(GL_TEXTURE_2D, 0, 1,1, CONUS_WIDTH/2,CONUS_HEIGHT,
GL_RGBA, GL_UNSIGNED_BYTE, pixels);
tile->coords.n = 1.0/(CONUS_WIDTH/2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glFlush();
+ g_free(clear);
}
/* Split the pixbuf into east and west halves (with 2K sides)