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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
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@ -248,9 +248,6 @@ void Shader::Bind() const
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// Bind the textures
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// Bind the textures
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BindTextures();
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BindTextures();
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// Make sure that the texture unit which is left active is the number 0
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GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB));
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// Bind the current texture
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// Bind the current texture
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if (myCurrentTexture != -1)
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if (myCurrentTexture != -1)
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GLCheck(glUniform1iARB(myCurrentTexture, 0));
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GLCheck(glUniform1iARB(myCurrentTexture, 0));
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@ -403,6 +400,9 @@ void Shader::BindTextures() const
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it->second->Bind();
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it->second->Bind();
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it++;
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it++;
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}
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}
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// Make sure that the texture unit which is left active is the number 0
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GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB));
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}
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}
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