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for(iLoop = 0; iLoop < TEXTURE_COUNT; iLoop++)
{
// Bind to next texture object
glBindTexture(GL_TEXTURE_2D, textures[iLoop]);
// Load texture, set filter and wrap modes
pBytes = gltReadTGABits(szTextureFiles[iLoop],&iWidth, &iHeight,
&iComponents, &eFormat);
// Load texture, set filter and wrap modes
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);[/color]
glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes);
glGenerateMipmap(GL_TEXTURE_2D);
// Don't need original texture data any more
free(pBytes);
}