Don't specify the texture unit when binding a texture, instead use whatever has been set up by the application.
authorSam Lantinga <slouken@libsdl.org>
Sun, 03 Mar 2013 11:25:43 -0800
changeset 6955a3ebd92ff0b2
parent 6954 65f66d01e17a
child 6956 afdc35fa58e9
Don't specify the texture unit when binding a texture, instead use whatever has been set up by the application.
This matches behavior in the OpenGL and OpenGL ES 1.1 renderers.
src/render/opengles2/SDL_render_gles2.c
     1.1 --- a/src/render/opengles2/SDL_render_gles2.c	Sun Mar 03 11:25:09 2013 -0800
     1.2 +++ b/src/render/opengles2/SDL_render_gles2.c	Sun Mar 03 11:25:43 2013 -0800
     1.3 @@ -1580,7 +1580,6 @@
     1.4      GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
     1.5      GLES2_ActivateRenderer(renderer);
     1.6  
     1.7 -    data->glActiveTexture(GL_TEXTURE0);
     1.8      data->glBindTexture(texturedata->texture_type, texturedata->texture);
     1.9  
    1.10      if(texw) *texw = 1.0;