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GL Renderer: Remove erroneous glEnable(GL_TEXTURE_2D) calls
In OpenGL 3, texturing is always enabled, and this call is invalid. While it produced no effect in the rest of the execution, it wouldn't have the intended effect of disabling texturing for that unit. Instead bind a null texture to the unit.
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@ -147,20 +147,17 @@ void OpenGLState::Apply() {
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// Textures
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// Textures
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for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) {
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for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) {
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if (texture_units[texture_index].enabled_2d != cur_state.texture_units[texture_index].enabled_2d) {
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if (texture_units[texture_index].enabled_2d != cur_state.texture_units[texture_index].enabled_2d ||
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texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
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glActiveTexture(GL_TEXTURE0 + texture_index);
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glActiveTexture(GL_TEXTURE0 + texture_index);
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if (texture_units[texture_index].enabled_2d) {
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if (texture_units[texture_index].enabled_2d) {
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
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} else {
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} else {
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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}
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}
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if (texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
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glActiveTexture(GL_TEXTURE0 + texture_index);
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glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
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}
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}
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}
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// Framebuffer
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// Framebuffer
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