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authorCampbell Barton <ideasman42@gmail.com>2011-09-03 08:44:18 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-09-03 08:44:18 +0400
commit60dcfe25269ff9709c784f6f44c9b0273e73c786 (patch)
treebfc78a7ebf14144edf4080ed4f22e612778efdbb /source/gameengine
parent0cd5dce245762b3fb3fd195dde3bd9ddaeb48970 (diff)
fix [#28462] Tiled textures and 2D filters don't mix
patch by Juha Mäki-Kanto
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index d9a9fbb0d31..725d00aa5cd 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -433,6 +433,9 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, 0, 0, texturewidth,textureheight, 0);
}
+ // reverting to texunit 0, without this we get bug [#28462]
+ glActiveTextureARB(GL_TEXTURE0);
+
glViewport(0,0, texturewidth, textureheight);
glDisable(GL_DEPTH_TEST);