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Fix multi-texture batching binding the wrong texture to the active unit #761
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@@ -782,8 +782,9 @@ PIXI.WebGLSpriteBatch.prototype.renderBatch = function (texture, size, startInde | |
| return; | ||
| } | ||
| } | ||
| else | ||
| else if (!PIXI._enableMultiTextureToggle) | ||
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Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Invalidated unit 0's cached texture binding after
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Invalidated unit 0 and the texture’s assigned unit after Rope and Creature render their direct bindings. Commit: |
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| { | ||
| // With multi-texture batching each texture is already bound to its own unit | ||
| gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]); | ||
| } | ||
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