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gl: use glActiveTexture() instead of glClientActiveTexture() to match

the GLES2 codepath.
legacy
Sam Hocevar sam 13 years ago
parent
commit
8f72b1739a
2 changed files with 2 additions and 2 deletions
  1. +1
    -1
      src/debugquad.cpp
  2. +1
    -1
      src/tileset.cpp

+ 1
- 1
src/debugquad.cpp View File

@@ -178,7 +178,7 @@ void DebugQuad::TickDraw(float deltams)
glEnableVertexAttribArray(attr_tex); glEnableVertexAttribArray(attr_tex);


/* Bind texture */ /* Bind texture */
glClientActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, data->texlist[0]); glBindTexture(GL_TEXTURE_2D, data->texlist[0]);


glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]); glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]);


+ 1
- 1
src/tileset.cpp View File

@@ -171,7 +171,7 @@ void TileSet::Bind()
{ {
if (!data->img && data->texture) if (!data->img && data->texture)
{ {
glClientActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, data->texture); glBindTexture(GL_TEXTURE_2D, data->texture);
} }
} }


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