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Make sure texture is bound to correct texture unit, stop flashing micro textures in daytona
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@ -227,8 +227,6 @@ UINT32 Texture::UploadTexture(const UINT16* src, UINT8* scratch, int format, boo
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // rgba is always 4 byte aligned
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // rgba is always 4 byte aligned
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glActiveTexture(GL_TEXTURE0); // activate correct texture unit
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glGenTextures(1, &m_textureID);
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glGenTextures(1, &m_textureID);
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glBindTexture(GL_TEXTURE_2D, m_textureID);
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glBindTexture(GL_TEXTURE_2D, m_textureID);
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