+guint load_mask(void)
+{
+ guint tex = 0;
+ guint8 byte = 0xff;
+
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_2D, tex);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 1, 1, 0,
+ GL_ALPHA, GL_UNSIGNED_BYTE, &byte);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+
+ return tex;
+}
+