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From: Tapio V. <aa...@us...> - 2010-11-02 22:41:10
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Module: performous
Branch: opengl2
Commit: f2b6871da0c0f1e3d0526f852e5ae49246a80bbe
Author: Tapio Vierros <tap...@gm...>
Date: Wed Nov 3 00:32:36 2010 +0200
Enabling/disabling texturing is useless with shaders.
---
game/surface.hh | 7 ++-----
1 files changed, 2 insertions(+), 5 deletions(-)
diff --git a/game/surface.hh b/game/surface.hh
index 059e029..574a6ae 100644
--- a/game/surface.hh
+++ b/game/surface.hh
@@ -121,8 +121,7 @@ class UseTexture: boost::noncopyable {
public:
/// constructor
template <GLenum Type> UseTexture(OpenGLTexture<Type> const& s, Shader& shdr = *Window::shader):
- m_type(s.type()), m_shader(shdr) {
- glEnable(m_type);
+ m_shader(shdr) {
glUniform1i(m_shader.tex, 0);
glUniform1i(m_shader.texRect, 1);
@@ -132,15 +131,13 @@ class UseTexture: boost::noncopyable {
default: glUniform1i(m_shader.texMode, 3); break;
}
- glBindTexture(m_type, s.id());
+ glBindTexture(Type, s.id());
}
~UseTexture() {
- glDisable(m_type);
glUniform1i(m_shader.texMode, 0);
}
private:
- GLenum m_type;
Shader& m_shader;
};
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