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