Only enable multitexturing if a texture is bound to unit 1

This commit is contained in:
Luke Benstead 2017-05-31 13:34:30 +01:00
parent 1307f43bc5
commit 6829dcada4

View File

@ -843,7 +843,9 @@ static GLuint _glKosArraysApplyClipping(GLfloat *uvsrc, GLuint uvstride, GLenum
static inline void _glKosArraysApplyMultiTexture(GLenum mode, GLuint count) { static inline void _glKosArraysApplyMultiTexture(GLenum mode, GLuint count) {
if(GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_TEXTURE1) { if(GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_TEXTURE1) {
_glKosPushMultiTexObject(_glKosBoundMultiTexID(), GL_TEXTURE_OBJECT* tex = _glKosBoundMultiTexID();
if(tex) {
_glKosPushMultiTexObject(tex,
(pvr_vertex_t *)_glKosVertexBufPointer(), (pvr_vertex_t *)_glKosVertexBufPointer(),
count); count);
@ -851,6 +853,7 @@ static inline void _glKosArraysApplyMultiTexture(GLenum mode, GLuint count) {
_glKosArraysSwizzleQuadsMultiTex(count); _glKosArraysSwizzleQuadsMultiTex(count);
} }
} }
}
static inline void _glKosArraysApplyVertexFlags(GLenum mode, pvr_vertex_t *dst, GLuint count) { static inline void _glKosArraysApplyVertexFlags(GLenum mode, pvr_vertex_t *dst, GLuint count) {
switch(mode) { switch(mode) {