Always bind a new texture to unit 1 when necessary
The special handling for texture unit 1 caught the case where unit 1 was changed for transient purposes, but didn't properly handle the case where the actual non-transient texture was different between two materials with no transient binding in between. If the actual texture has changed when flushing, mark unit 1 as dirty and needing a rebind. http://bugzilla.clutter-project.org/show_bug.cgi?id=2261
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@ -737,7 +737,9 @@ flush_layers_common_gl_state_cb (CoglMaterialLayer *layer, void *user_data)
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*/
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*/
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if (unit->gl_texture != gl_texture || unit->is_foreign)
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if (unit->gl_texture != gl_texture || unit->is_foreign)
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{
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{
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if (unit_index != 1)
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if (unit_index == 1)
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unit->dirty_gl_texture = TRUE;
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else
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GE (glBindTexture (gl_target, gl_texture));
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GE (glBindTexture (gl_target, gl_texture));
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unit->gl_texture = gl_texture;
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unit->gl_texture = gl_texture;
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}
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}
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