rendered paste body{
GLuint texture[1];
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, 300, 225,
0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
/* Draw our quad and load a black texture */
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f,-1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex2f( 1.0f,-1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex2f( 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex2f(-1.0f, 1.0f);
glEnd();
glFlush();
}