Hi, Steve,
the FxTexture class has some usability (and documentation!) issues.
Creating an instance of an FxTexture won't actually allocate a GL texture. You'll need to do that yourself, something like this:
GLuint texID = 0; glGenTextures (1, &texID); FxTexture* fxTexture = [[FxTexture alloc] initWithInfo:info andTextureId:texID];
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