Fix rlSetUniformSampler (#3759)
Fix rlSetUniformSampler not setting sampler uniform if the same texture was already passed to a different sampler uniform
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1 changed files with 8 additions and 1 deletions
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@ -4135,7 +4135,14 @@ void rlSetUniformSampler(int locIndex, unsigned int textureId)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Check if texture is already active
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// Check if texture is already active
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for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) if (RLGL.State.activeTextureId[i] == textureId) return;
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for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
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{
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if (RLGL.State.activeTextureId[i] == textureId)
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{
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glUniform1i(locIndex, 1 + i);
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return;
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}
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}
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// Register a new active texture for the internal batch system
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// Register a new active texture for the internal batch system
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// NOTE: Default texture is always activated as GL_TEXTURE0
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// NOTE: Default texture is always activated as GL_TEXTURE0
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