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Don't query the current texture bindings when initializing OpenGL.
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@@ -136,19 +136,14 @@ void OpenGL::setupContext()
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state.boundTextures.clear();
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state.boundTextures.clear();
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state.boundTextures.resize(maxTextureUnits, 0);
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state.boundTextures.resize(maxTextureUnits, 0);
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GLenum curgltextureunit;
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glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *) &curgltextureunit);
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state.curTextureUnit = (int) curgltextureunit - GL_TEXTURE0;
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// Retrieve currently bound textures for each texture unit.
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for (int i = 0; i < (int) state.boundTextures.size(); i++)
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for (int i = 0; i < (int) state.boundTextures.size(); i++)
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{
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glActiveTexture(GL_TEXTURE0 + i);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &state.boundTextures[i]);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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glActiveTexture(curgltextureunit);
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glActiveTexture(GL_TEXTURE0);
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state.curTextureUnit = 0;
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createDefaultTexture();
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createDefaultTexture();
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