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bind texture only when we're really about to render

This commit is contained in:
fgenesis 2022-05-25 01:05:52 +02:00
parent f466e1e7c8
commit f91d66a0e0

View file

@ -560,27 +560,27 @@ void RenderObject::renderCall(const RenderState& rs) const
(*i)->render(rs);
}
if (texture)
{
if (texture->textures[0] != lastTextureApplied || repeatTexture != lastTextureRepeat)
{
texture->apply(repeatTexture);
lastTextureRepeat = repeatTexture;
lastTextureApplied = texture->textures[0];
}
}
else
{
if (lastTextureApplied != 0 || repeatTexture != lastTextureRepeat)
{
glBindTexture(GL_TEXTURE_2D, 0);
lastTextureApplied = 0;
lastTextureRepeat = repeatTexture;
}
}
if (rs.pass == RENDER_ALL || rs.pass == renderPass)
{
if (texture)
{
if (texture->textures[0] != lastTextureApplied || repeatTexture != lastTextureRepeat)
{
texture->apply(repeatTexture);
lastTextureRepeat = repeatTexture;
lastTextureApplied = texture->textures[0];
}
}
else
{
if (lastTextureApplied != 0 || repeatTexture != lastTextureRepeat)
{
glBindTexture(GL_TEXTURE_2D, 0);
lastTextureApplied = 0;
lastTextureRepeat = repeatTexture;
}
}
// RenderState color applies to everything in the scene graph,
// so that needs to be multiplied in unconditionally
{