glt->inputdepth = 1;
glt->flags = TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_FORCENEAREST;
glt->miplevel = 0;
- glt->textype = GL_TEXTURE_2D;
+ glt->textype = texinfo;
glt->texturetype = textype;
glt->inputdatasize = width*height*texinfo->internalbytesperpixel;
glt->palette = NULL;
glt->texnum = 0;
glt->dirty = false;
glt->glisdepthstencil = textype == TEXTYPE_DEPTHBUFFER24STENCIL8;
- glt->gltexturetypeenum = gltexturetypeenums[glt->texturetype];
+ glt->gltexturetypeenum = GL_TEXTURE_2D;
// init the dynamic texture attributes, too [11/22/2007 Black]
glt->updatecallback = NULL;
glt->updatacallback_data = NULL;