glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
c->base.image_target_texture_2d(GL_TEXTURE_2D, image);
- glTexSubImage(GL_TEXTURE_2D, 0, 0, 0, 64, 64,
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 64, 64,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, pixels);
glDeleteTextures(1, &tex);