// and the commands are run in the right sequence to
// initialize it to our preferred specifications.
// The texture unit initialization requires the texture to be bound.
// and the commands are run in the right sequence to
// initialize it to our preferred specifications.
// The texture unit initialization requires the texture to be bound.
// Calculate the power of 2 size for allocating textures
static int calculate_texture_size(int w, int *max = 0);
// Calculate the power of 2 size for allocating textures
static int calculate_texture_size(int w, int *max = 0);