Make sense.
Is this the only use of the currentTexUnitSave variable? Could be good
to remove it if so.
Reviewed-by: Neil Roberts
- Neil
Ian Romanick writes:
> From: Ian Romanick
>
> We may have been called from glGenerateTextureMipmap with CurrentUnit
> still set to 0, so we don't know when
From: Ian Romanick
We may have been called from glGenerateTextureMipmap with CurrentUnit
still set to 0, so we don't know when we can skip binding the texture.
Assume that _mesa_BindTexture will be fast if we're rebinding the same
texture.
Signed-off-by: Ian Romanick
Bugzilla: https://bugs.free