Fixed a bug in sf::Shader with textures
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1611 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
parent
3e73efccbd
commit
9f0d6882ba
@ -248,9 +248,6 @@ void Shader::Bind() const
|
|||||||
// Bind the textures
|
// Bind the textures
|
||||||
BindTextures();
|
BindTextures();
|
||||||
|
|
||||||
// Make sure that the texture unit which is left active is the number 0
|
|
||||||
GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB));
|
|
||||||
|
|
||||||
// Bind the current texture
|
// Bind the current texture
|
||||||
if (myCurrentTexture != -1)
|
if (myCurrentTexture != -1)
|
||||||
GLCheck(glUniform1iARB(myCurrentTexture, 0));
|
GLCheck(glUniform1iARB(myCurrentTexture, 0));
|
||||||
@ -403,6 +400,9 @@ void Shader::BindTextures() const
|
|||||||
it->second->Bind();
|
it->second->Bind();
|
||||||
it++;
|
it++;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Make sure that the texture unit which is left active is the number 0
|
||||||
|
GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user