Помогите пожалуйста найти ошибку. Вот код:
	GLuint amp;
	CGImageRef textureImage = [UIImage imageNamed:@«arrow_left.png»].CGImage;
	if (textureImage == nil) {
		NSLog(@«Failed to load texture image»);
		return;
	}
	
	NSInteger texWidth = CGImageGetWidth(textureImage);
	NSInteger texHeight = CGImageGetHeight(textureImage);
	
	GLubyte *textureData = (GLubyte *)malloc(texWidth * texHeight * 4);
	
	CGContextRef textureContext = CGBitmapContextCreate(
														textureData,
														texWidth,
														texHeight,
														8, texWidth * 4,
														CGImageGetColorSpace(textureImage),
														kCGImageAlphaPremultipliedLast);
	GLuint textures[10];
	CGContextDrawImage(textureContext,
					   CGRectMake(0.0, 0.0, (float)texWidth, (float)texHeight),
					   textureImage);
	
	CGContextRelease(textureContext);
	
	glGenTextures(1, &);
	
	
	glBindTexture(GL_TEXTURE_2D, textures[0]);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
	
	free(textureData);
	
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glEnable(GL_TEXTURE_2D);
	
	
	const GLfloat squareVertices[] = {
		-1.0, 1.0, 0.0,         
    
		-1.0, -1.0, 0.0,       
     
		1.0, -1.0, 0.0,        
     
		1.0, 1.0, 0.0                 
	};
	
	const GLshort squareTextureCoords[] = {
		0, 1,      
		0, 0,     
		1, 0,     
		1, 1      
	};
	
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	
	glOrthof(-3.0, 3.0,-4.5 , 4.5, -4.0,4.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	
	glColor4f(0.0, 1.0, 1.0, 1.0);   
   
	//glTranslatef(1.5, 0.0, -6.0);
	//glRotatef(30, 0.0, 0.0, 1.0);
	glVertexPointer(3, GL_FLOAT, 0, squareVertices);
	glEnableClientState(GL_VERTEX_ARRAY);
	
	glTexCoordPointer(2, GL_SHORT, 0, squareTextureCoords);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);    
         
	
	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	
	glTexCoordPointer(2, GL_SHORT, 0, squareTextureCoords);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
Всем заранее спасибо!




