From 34991af55322c499eb407d5492c8d49dec84ea40 Mon Sep 17 00:00:00 2001 From: Hein-Pieter van Braam Date: Sat, 16 Dec 2017 23:38:02 +0100 Subject: [PATCH] Don't glBindTexture() on viewports without effects @reduz said there was another place that needed to be checked for a similar issue but I have to admit I didn't understand. This fixes #13337 --- drivers/gles3/rasterizer_canvas_gles3.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 309497c938e..5d93c6a9820 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -1545,7 +1545,7 @@ void RasterizerCanvasGLES3::reset_canvas() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //use for reading from screen - if (storage->frame.current_rt) { + if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); }