add: glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
context: struct glgfx_bitmap* glgfx_bitmap_create(int width, int height, int bits,					 int flags, struct glgfx_bitmap* friend,					 int format, struct glgfx_monitor* monitor) {  struct glgfx_bitmap* bitmap;  glgfx_monitor_select(monitor);  bitmap = calloc(1, sizeof *bitmap);  if (bitmap == NULL) {    return NULL;  }  bitmap->monitor = monitor;  bitmap->width   = width;  bitmap->height  = height;  bitmap->bits    = bits;  bitmap->flags   = flags;  bitmap->format  = select_format(bits, friend, format);  bitmap->size    = glgfx_texture_size(width, height, bitmap->format);  glGenTextures(1, &bitmap->texture);  check_error();  glBindTexture(GL_TEXTURE_RECTANGLE_ARB, bitmap->texture);  check_error();  glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,	       formats[bitmap->format].internal_format,	       width, height, 0,	       formats[bitmap->format].format,	       formats[bitmap->format].type,	       NULL);  check_error();  glEnable(GL_TEXTURE_RECTANGLE_ARB);  check_error();  D(BUG("Returning bitmap %p\n", bitmap));  return bitmap;}