- glGenTextures(1, &glTextureID);
 - glBindTexture(GL_TEXTURE_2D, glTextureID);
 - glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
 - glTexImage2D(GL_TEXTURE_2D, 0, // MipMap-Level
 - nComponents,
 - SizeX,
 - SizeY,
 - 0, // Breite der Grenze
 - GL_RGB, GL_UNSIGNED_BYTE,
 - Data);
 
