glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, overlay->w, overlay->h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
break;
case 32:
default:
// The 32bpp depth based textures consist out of GL_RGBA8 and has support for Alpha channels.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, overlay->w, overlay->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, overlay->w, overlay->h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
break;
case 32:
default:
// The 32bpp depth based textures consist out of GL_RGBA8 and has support for Alpha channels.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, overlay->w, overlay->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);