Adapt new findings about Texture
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@@ -356,7 +356,7 @@ namespace spr {
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rctx->sprite_scene_ubo.Bind(0);
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gl_state_active_bind_texture_2d(7, tex->tex);
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gl_state_active_bind_texture_2d(7, tex->glid);
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gl_state_bind_vertex_array(render_data.vao);
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for (sprite_draw_param& j : render_data.draw_param_buffer) {
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@@ -918,7 +918,7 @@ namespace spr {
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}
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break;
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case 1:
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draw_param.texture[0] = tex_param[0].texture ? tex_param[0].texture->tex : 0;
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draw_param.texture[0] = tex_param[0].texture ? tex_param[0].texture->glid : 0;
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draw_param.sampler = rctx->sprite_samplers[0];
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if (args.num_vertex) {
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@@ -1053,8 +1053,8 @@ namespace spr {
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return;
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}
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draw_param.texture[0] = tex_param[0].texture ? tex_param[0].texture->tex : 0;
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draw_param.texture[1] = tex_param[1].texture ? tex_param[1].texture->tex : 0;
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draw_param.texture[0] = tex_param[0].texture ? tex_param[0].texture->glid : 0;
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draw_param.texture[1] = tex_param[1].texture ? tex_param[1].texture->glid : 0;
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draw_param.sampler = rctx->sprite_samplers[2];
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sprite_draw_vertex spr_vtx[4] = {};
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