glGenTextures(1, &m_texID);
glBindTexture(GL_TEXTURE_2D, m_texID);
glTexImage2D(GL_TEXTURE_2D, 0, 4, m_surface->w, m_surface->h, 0, GL_BGRA, GL_UNSIGNED_BYTE, m_surface->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);