Bug 749107 - Set the texture unit before binding the tile texture and change the texture ordering in ImageLayer to leave texture unit 0 bound. r=jmuizelaar

This commit is contained in:
Benoit Girard
2012-04-30 14:51:05 -04:00
parent c2982044a2
commit 1af1af4c9f
2 changed files with 6 additions and 5 deletions

View File

@@ -265,16 +265,16 @@ ImageLayerOGL::RenderLayer(int,
}
gl()->MakeCurrent();
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[0].GetTextureID());
gl()->fActiveTexture(LOCAL_GL_TEXTURE2);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[2].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
gl()->fActiveTexture(LOCAL_GL_TEXTURE1);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[1].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
gl()->fActiveTexture(LOCAL_GL_TEXTURE2);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[2].GetTextureID());
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[0].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
YCbCrTextureLayerProgram *program = mOGLManager->GetYCbCrLayerProgram();
program->Activate();