world->texture_count = world->meta.textures.count+1;
world->textures = vg_linear_alloc( world->heap,
vg_align8(sizeof(GLuint)*world->texture_count) );
-
- vg_tex2d_replace_with_error( &world->textures[0] );
+ world->textures[0] = vg.tex_missing;
for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
mdl_texture *tex = mdl_arritm( &world->meta.textures, i );