+ */
+
+ if(x > tex_width || y > tex_height) {
+ tex_width = nextpow2(x);
+ tex_height = nextpow2(y);
+
+ glBindTexture(GL_TEXTURE_2D, tex);
+ glTexImage2D(GL_TEXTURE_2D, 0, tex_intfmt, tex_width, tex_height, 0, GL_RGB, GL_FLOAT, 0);
+ }
+ fbsize(x, y);
+ cgm_mscaling(tex_xform, (float)x / tex_width, (float)y / tex_height, 1.0f);
+
+ glMatrixMode(GL_TEXTURE);
+ glLoadMatrixf(tex_xform);