Don't query the current texture bindings when initializing OpenGL.

This commit is contained in:
Alex Szpakowski
2015-12-24 15:53:50 -05:00
parent 5ef0195a88
commit 538f3869c5
+3 -8
View File
@@ -136,19 +136,14 @@ void OpenGL::setupContext()
state.boundTextures.clear(); state.boundTextures.clear();
state.boundTextures.resize(maxTextureUnits, 0); state.boundTextures.resize(maxTextureUnits, 0);
GLenum curgltextureunit;
glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *) &curgltextureunit);
state.curTextureUnit = (int) curgltextureunit - GL_TEXTURE0;
// Retrieve currently bound textures for each texture unit.
for (int i = 0; i < (int) state.boundTextures.size(); i++) for (int i = 0; i < (int) state.boundTextures.size(); i++)
{ {
glActiveTexture(GL_TEXTURE0 + i); glActiveTexture(GL_TEXTURE0 + i);
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &state.boundTextures[i]); glBindTexture(GL_TEXTURE_2D, 0);
} }
glActiveTexture(curgltextureunit); glActiveTexture(GL_TEXTURE0);
state.curTextureUnit = 0;
createDefaultTexture(); createDefaultTexture();