gles2_impl_->BindTexture(texture_target, texture_ids[i]);
gles2_impl_->TexParameteri(
>> texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
gles2_impl_->TexParameteri(
>> texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
gles2_impl_->TexParameterf(
texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gles2_impl_->TexParameterf(
texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (texture_target == GL_TEXTURE_2D) {
gles2_impl_->TexImage2D(texture_target,
0,
>> GL_BGRA_EXT,
size.width,
size.height,
0,
>> GL_BGRA_EXT,
GL_UNSIGNED_BYTE,
NULL);
}