GL Renderer: Remove erroneous glEnable(GL_TEXTURE_2D) calls
In OpenGL 3, texturing is always enabled, and this call is invalid. While it produced no effect in the rest of the execution, it wouldn't have the intended effect of disabling texturing for that unit. Instead bind a null texture to the unit.
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@ -147,20 +147,17 @@ void OpenGLState::Apply() {
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// Textures
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for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) {
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if (texture_units[texture_index].enabled_2d != cur_state.texture_units[texture_index].enabled_2d) {
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if (texture_units[texture_index].enabled_2d != cur_state.texture_units[texture_index].enabled_2d ||
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texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
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glActiveTexture(GL_TEXTURE0 + texture_index);
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if (texture_units[texture_index].enabled_2d) {
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
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} else {
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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if (texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
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glActiveTexture(GL_TEXTURE0 + texture_index);
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glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
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}
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}
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// Framebuffer
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