glGenFramebuffers(1, &m_render_fbo);
glBindTexture(GL_TEXTURE_2D, m_render_texture);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindFramebuffer(GL_FRAMEBUFFER, m_render_fbo);