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One texture in two different slots #1759
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go to the config and turn off gl state cache and see if that helps |
With disabled ...GUARD... macros texture works as expected, since bind will pass, but this feature reduce gl calls May be it's better to leave all as is to avoid overhead, since this case looks rare, and textures have locations in builting shaders |
The cache should process active slot and texture binding, this should be the opengl state cache bug |
@solan-solan please check latest commit: 2701bd1 |
@halx99 I checked and it looks very good optimization, since there are no more extra texture bindings for objects which use multiple textures (ex. diffuse, then normal map) and drawn one by one. Thanks for this |
Steps to Reproduce:
Direct me please if it is bad designe from my side. Really I can avoid this case (and will do), but it happend in my application.
One shader use's some texture with slot 7. The second shader use's the same texture with slot 8. The second shader is drawn right after the first according to the accident.
Then the texture will not be bind to the slot 8 for the second shader
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