]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Fix texture binding issues that were breaking r_shadow_bouncegrid.
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 15 Jan 2020 08:53:10 +0000 (08:53 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 15 Jan 2020 08:53:10 +0000 (08:53 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12489 d7cf8633-e32d-0410-b094-e92efae38249

gl_backend.c

index b2a4b5587863dd933349be9128aa3e7972a6124a..1606c4af6c2bd9175a421bc2a1d8f07feddcd74e 100644 (file)
@@ -2067,39 +2067,52 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
        int texnum;
        if (unitnum >= MAX_TEXTUREUNITS)
                Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
-       if (unit->texture == tex)
-               return;
        switch(vid.renderpath)
        {
        case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
-               if (!tex)
+               if (tex)
                {
-                       tex = r_texture_white;
-                       // not initialized enough yet...
-                       if (!tex)
-                               return;
+                       texnum = R_GetTexture(tex);
+                       switch (tex->gltexturetypeenum)
+                       {
+                       case GL_TEXTURE_2D:
+                               if (unit->t2d != texnum) { GL_ActiveTexture(unitnum);qglBindTexture(GL_TEXTURE_2D, texnum); CHECKGLERROR unit->t2d = texnum; }
+                               if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
+                               if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
+                               break;
+                       case GL_TEXTURE_3D:
+                               if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
+                               if (unit->t3d != texnum) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, texnum); CHECKGLERROR unit->t3d = texnum; }
+                               if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
+                               break;
+                       case GL_TEXTURE_CUBE_MAP:
+                               if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
+                               if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
+                               if (unit->tcubemap != texnum) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, texnum); CHECKGLERROR unit->tcubemap = texnum; }
+                               break;
+                       }
                }
-               unit->texture = tex;
-               texnum = R_GetTexture(tex);
-               switch(tex->gltexturetypeenum)
+               else
                {
-               case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
-               case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
-               case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
+                       if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; }
+                       if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; }
+                       if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; }
                }
-               break;
        }
+       unit->texture = tex;
 }
 
 void R_Mesh_ResetTextureState(void)
 {
+#if 0
        unsigned int unitnum;
-
+       
        BACKENDACTIVECHECK
 
        for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
                R_Mesh_TexBind(unitnum, NULL);
+#endif
 }
 
 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)