After the following sequence:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE2D, red);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE2D, blue);
glActiveTexture(GL_TEXTURE0);
ANGLE will incorrectly use "blue" as the currently bound texture for subsequent
calls like glTexImage2D.
Original issue reported on code.google.com by vangelis@chromium.org on 19 Nov 2010 at 2:06
Original issue reported on code.google.com by
vangelis@chromium.org
on 19 Nov 2010 at 2:06