From 676702071da0abde8de9e63bc2c0f50c42d3d122 Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Tue, 30 Jul 2013 01:06:33 -0700 Subject: [PATCH] Correctly rebind textures after an fbo tex. This is the right fix for Tactics Ogre, and makes sense. May fix other games too. --- GPU/GLES/TextureCache.cpp | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/GPU/GLES/TextureCache.cpp b/GPU/GLES/TextureCache.cpp index 18ed477cc0..8d2753680e 100644 --- a/GPU/GLES/TextureCache.cpp +++ b/GPU/GLES/TextureCache.cpp @@ -193,10 +193,6 @@ void TextureCache::NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffe } entry->framebuffer = framebuffer; // TODO: Delete the original non-fbo texture too. - } else { - // Force a re-bind, fixes map in Tactics Ogre. - glBindTexture(GL_TEXTURE_2D, 0); - lastBoundTexture = -1; } } else if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE) { // 3rd Birthday (and possibly other games) render to a 16 bit clut texture. @@ -1023,6 +1019,7 @@ void TextureCache::SetTexture() { if (useBufferedRendering) { if (entry->framebuffer->fbo) { fbo_bind_color_as_texture(entry->framebuffer->fbo, 0); + lastBoundTexture = -1; } else { glBindTexture(GL_TEXTURE_2D, 0); lastBoundTexture = -1;