+
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, i->texID);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, i->width, i->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+
+ return i;
+};
+
+void opengl_fillbitmap(struct _gfxdevice*dev, gfxline_t*line, gfximage_t*img, gfxmatrix_t*matrix, gfxcxform_t*cxform)
+{
+ dbg("fillbitmap");
+ internal_t*i = (internal_t*)dev->internal;
+ char running = 0;
+ int len = 0;
+ double*xyz=0;
+ gfxline_t*l=0;
+ glColor4f(1.0,0,0,1.0);
+
+ i->currentz ++;
+
+ imgopengl_t* txt = addTexture(img);