Restore activated texture to GL_TEXTURE0 before calls to irrlicht rendering functions
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@ -577,6 +577,7 @@ void DrawCalls::prepareDrawCalls( ShadowMatrices& shadow_matrices,
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// ----------------------------------------------------------------------------
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void DrawCalls::renderImmediateDrawList() const
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{
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glActiveTexture(GL_TEXTURE0);
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for(auto node: m_immediate_draw_list)
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node->render();
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}
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@ -584,6 +585,7 @@ void DrawCalls::renderImmediateDrawList() const
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// ----------------------------------------------------------------------------
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void DrawCalls::renderBillboardList() const
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{
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glActiveTexture(GL_TEXTURE0);
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for(auto billboard: m_billboard_list)
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billboard->render();
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}
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@ -591,6 +593,7 @@ void DrawCalls::renderBillboardList() const
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// ----------------------------------------------------------------------------
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void DrawCalls::renderParticlesList() const
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{
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glActiveTexture(GL_TEXTURE0);
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for(auto particles: m_particles_list)
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particles->render();
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}
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@ -494,6 +494,7 @@ void ParticleSystemProxy::simulate()
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glDrawArrays(GL_POINTS, 0, m_count);
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glEndTransformFeedback();
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glBindVertexArray(0);
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glActiveTexture(GL_TEXTURE0);
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glDisable(GL_RASTERIZER_DISCARD);
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#ifdef DEBUG_PARTICLES
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