TextureGL::~TextureGL()
{
unsigned int handles[1] = { handle };
unsigned long handles[1] = { handle };
glDeleteTextures(1, handles);
}
SDL_SetAlpha(image, 0, 0);
SDL_BlitSurface(image, 0, convert, 0);
unsigned int handle;
unsigned long handle;
glGenTextures(1, &handle);
SDL_PixelFormat* format = convert->format;