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The texture matrix is now reset in Texture::bind(NULL)
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@ -485,6 +485,13 @@ void Texture::bind(const Texture* texture, CoordinateType coordinateType)
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{
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// Bind no texture
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glCheck(glBindTexture(GL_TEXTURE_2D, 0));
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// Reset the texture matrix
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glCheck(glMatrixMode(GL_TEXTURE));
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glCheck(glLoadIdentity());
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// Go back to model-view mode (sf::RenderTarget relies on it)
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glCheck(glMatrixMode(GL_MODELVIEW));
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}
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}
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