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shaders now use a static vector of counters for each texture unit to help keep track of completely free texture units
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@@ -72,10 +72,10 @@ private:
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// uniform location buffer
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std::map<std::string, GLint> _uniforms;
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// texture unit pool for setting images
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static GLint _current_texture_unit;
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static GLint _max_texture_units;
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static std::vector<int> _texture_id_counters; // counts total number of textures bound to each texture unit in all shaders
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// texture unit pool for setting images
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std::map<std::string, GLint> _texture_unit_pool;
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std::vector<GLuint> _texture_id_list;
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GLint getTextureUnit(const std::string &name);
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