glGenTextures(1,&tex0);
glBindTexture(GL_TEXTURE_2D,tex0);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,256,256,0,GL_RGBA,GL_UNSIGNED_BYTE,shtuff);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
GLint red_bits=0,green_bits=0,blue_bits=0,alpha_bits=0;
glGetTexParameteriv(GL_TEXTURE_2D,GL_TEXTURE_RED_SIZE,&red_bits);
glGetTexParameteriv(GL_TEXTURE_2D,GL_TEXTURE_GREEN_SIZE,&green_bits);
glGetTexParameteriv(GL_TEXTURE_2D,GL_TEXTURE_BLUE_SIZE,&blue_bits);
glGetTexParameteriv(GL_TEXTURE_2D,GL_TEXTURE_ALPHA_SIZE,?_bits);
[B] tex0_size=((red_bits+green_bits+blue_bits+alpha_bits)*256*256)>>3;[/B]