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Texture::bind no longer crashes when the texture is invalid
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@ -380,7 +380,7 @@ void Texture::bind(CoordinateType coordinateType) const
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glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
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// Check if we need to define a special texture matrix
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if ((coordinateType == Pixels) || m_pixelsFlipped)
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if (m_texture && ((coordinateType == Pixels) || m_pixelsFlipped))
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{
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GLfloat matrix[16] = {1.f, 0.f, 0.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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