unsigned unit = renderer.allocate_effect_texunit();
shdata.uniform("environment", static_cast<int>(unit));
- env_tex.bind_to(unit);
+ Bind _bind_env(env_tex, unit);
const Matrix &view_matrix = renderer.get_camera()->get_matrix();
// XXX The camera should maybe have store its own object matrix
renderer.add_shader_data(shdata);
renderer.render(renderable, tag);
-
- env_tex.unbind_from(unit);
}
} // namespace GL