struct mesh tile, circle;
+ GLuint background_data;
+
int selected, tile_x, tile_y;
v2f tile_pos;
init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
}
+ // Create info data texture
+ glGenTextures( &world.background_data );
+ glBindTexture( GL_TEXTURE_2D, texture_name );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+ vg_tex2d_nearest();
+
resource_load_main();
map_load( level_pack[ 0 ] );