// Create texture and clear it, temporarily attaching to FBO
{
- GLuint zero = 0;
+ GLuint zero[] = { 0, 0, 0, 0 };
gl.genTextures(1, &m_texture);
gl.bindTexture(GL_TEXTURE_2D, m_texture);
gl.texStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 64, 64);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0);
gl.viewport(0, 0, 64, 64);
- gl.clearBufferuiv(GL_COLOR, 0, &zero);
+ gl.clearBufferuiv(GL_COLOR, 0, zero);
gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "Creating and clearing texture");
}