struct mesh tile, circle;
        
+       GLuint background_data;
+       
        int selected, tile_x, tile_y;
        v2f tile_pos;
        
                init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
        }
        
+       // Create info data texture
+       glGenTextures( &world.background_data );
+       glBindTexture( GL_TEXTURE_2D, texture_name );
+       glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+       vg_tex2d_nearest();
+       
        resource_load_main();
        
        map_load( level_pack[ 0 ] );