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Fix for bad textures when using _glActiveBindTexture
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1 changed files with 2 additions and 0 deletions
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@ -418,6 +418,8 @@ void GLBackend::resetStages() {
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#define DO_IT_NOW(call, offset)
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void Batch::_glActiveBindTexture(GLenum unit, GLenum target, GLuint texture) {
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setResourceTexture(unit - GL_TEXTURE0, nullptr);
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ADD_COMMAND_GL(glActiveBindTexture);
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_params.push_back(texture);
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