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Removed gl.bindTexture, so it won't get accidentally used.
--HG-- branch : minor
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@@ -566,15 +566,6 @@ void OpenGL::setTextureUnit(int textureunit)
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state.curTextureUnit = textureunit;
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state.curTextureUnit = textureunit;
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}
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}
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void OpenGL::bindTexture(GLuint texture)
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{
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if (texture != state.boundTextures[state.curTextureUnit])
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{
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state.boundTextures[state.curTextureUnit] = texture;
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glBindTexture(GL_TEXTURE_2D, texture);
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}
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}
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void OpenGL::bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev)
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void OpenGL::bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev)
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{
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{
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if (texture != state.boundTextures[textureunit])
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if (texture != state.boundTextures[textureunit])
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@@ -348,12 +348,6 @@ public:
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**/
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**/
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void setTextureUnit(int textureunit);
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void setTextureUnit(int textureunit);
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/**
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* Helper for binding an OpenGL texture.
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* Makes sure we aren't redundantly binding textures.
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**/
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void bindTexture(GLuint texture);
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/**
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/**
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* Helper for binding a texture to a specific texture unit.
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* Helper for binding a texture to a specific texture unit.
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*
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*
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