
BOOLEAN TexInit(DWORD LpImages)
{
//	glBindTexture (GL_TEXTURE_2D, 2);
//	glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
//	glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//	glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//	glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//	glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//	glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//	glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, LpImages);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, LpImages);


//invoke glTexParameteri,GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST
//invoke glTexImage2D, GL_TEXTURE_2D, 0, 3,\
//                             256, 256, 0,\
//                     GL_RGB, GL_UNSIGNED_BYTE, [LpBufferRGB]

RETURN TRUE;
}
