glDrawArrays(GL_QUADS, 0, m_vertex_count);
glPopClientAttrib();
+ glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
#else
// GLES 2.0 version. Cannot draw quads. Convert to triangles.
GLint posLoc = g_Windowing.GUIShaderGetPos();
void CGUITextureGL::End()
{
glEnd();
- if (m_diffuse.size())
- glDisable(GL_TEXTURE_2D);
+ glActiveTexture(GL_TEXTURE2_ARB);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+ glActiveTexture(GL_TEXTURE1_ARB);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0_ARB);
+ glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
}