The glFramebufferTexture2DEXT call makes no sense here, we're
not using the texture as a framebuffer, just as a normal
texture source.
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
- GL_TEXTURE_2D, source, 0);
glEnable (GL_SCISSOR_TEST);
glEnable (GL_TEXTURE_2D);