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.
pull/8/head
Yuri Kunde Schlesner 10 years ago
parent d0b45d45b5
commit e5c4fe0098

@ -147,20 +147,17 @@ void OpenGLState::Apply() {
// Textures
for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) {
if (texture_units[texture_index].enabled_2d != cur_state.texture_units[texture_index].enabled_2d) {
if (texture_units[texture_index].enabled_2d != cur_state.texture_units[texture_index].enabled_2d ||
texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
glActiveTexture(GL_TEXTURE0 + texture_index);
if (texture_units[texture_index].enabled_2d) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
} else {
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
if (texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
glActiveTexture(GL_TEXTURE0 + texture_index);
glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
}
}
// Framebuffer

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