Don't specify the texture unit when binding a texture, instead use whatever has been set up by the application.

This matches behavior in the OpenGL and OpenGL ES 1.1 renderers.
This commit is contained in:
Sam Lantinga 2013-03-03 11:25:43 -08:00
parent 7999859dda
commit 4bb1b24573

View file

@ -1580,7 +1580,6 @@ static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, flo
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
data->glActiveTexture(GL_TEXTURE0);
data->glBindTexture(texturedata->texture_type, texturedata->texture);
if(texw) *texw = 1.0;