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Don't override texture binding check when calling bindTexture with a texture id of 0

Alexander Szpakowski 12 years ago
parent
commit
8bae828924
1 changed files with 2 additions and 2 deletions
  1. 2 2
      src/modules/graphics/opengl/OpenGL.cpp

+ 2 - 2
src/modules/graphics/opengl/OpenGL.cpp

@@ -122,7 +122,7 @@ void bindTexture(GLuint texture)
 {
 	initializeContext();
 	
-	if (texture != textureUnits[curTextureUnitIndex] || texture == 0)
+	if (texture != textureUnits[curTextureUnitIndex])
 	{
 		textureUnits[curTextureUnitIndex] = texture;
 		glBindTexture(GL_TEXTURE_2D, texture);
@@ -138,7 +138,7 @@ void bindTextureToUnit(GLuint texture, GLenum textureunit, bool restoreprev)
 	if (textureunitindex < 0 || (size_t) textureunitindex >= textureUnits.size())
 		throw love::Exception("Invalid texture unit index.");
 	
-	if (texture != textureUnits[textureunitindex] || texture == 0)
+	if (texture != textureUnits[textureunitindex])
 	{
 		int oldtexunitindex = curTextureUnitIndex;
 		setActiveTextureUnit(textureunit);