, yWidth, yHeight, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
NULL);
if (!..., uWidth, uHeight, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
NULL);
if (!..., vWidth, vHeight, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
NULL);
if (!...GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_YTextureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE...GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_UTextureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE