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Added assert that a texture is valid when attempting to bind it.
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@ -107,6 +107,13 @@ Texture::~Texture()
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const GLuint texture = m_texture;
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const GLuint texture = m_texture;
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glCheck(glDeleteTextures(1, &texture));
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glCheck(glDeleteTextures(1, &texture));
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}
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}
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#ifndef NDEBUG
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// Set m_texture and m_cacheId to an invalid value to help the assert and glIsTexture in bind detect trying
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// to bind this texture in cases where it has already been destroyed but its memory not yet deallocated
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m_texture = 0xFFFFFFFFu;
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m_cacheId = 0xFFFFFFFFFFFFFFFFull;
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#endif
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}
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}
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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@ -848,6 +855,10 @@ void Texture::bind(const Texture* texture, CoordinateType coordinateType)
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if (texture && texture->m_texture)
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if (texture && texture->m_texture)
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{
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{
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// When debugging, ensure that the texture name is valid
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assert((glIsTexture(texture->m_texture) == GL_TRUE) &&
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"Texture to be bound is invalid, check if the texture is still being used after it has been destroyed");
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// Bind the texture
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// Bind the texture
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glCheck(glBindTexture(GL_TEXTURE_2D, texture->m_texture));
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glCheck(glBindTexture(GL_TEXTURE_2D, texture->m_texture));
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