oizma / angleproject

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Angle incorrectly uses last texture bound rather than active texture in texture operations #75

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
Fixed in r488.

Please verify in whatever application this was reported from.

Original comment by dan...@transgaming.com on 19 Nov 2010 at 2:57