- glActiveTexture(GL_TEXTURE0+t.binding);
- if(dev_state.bound_tex_targets[t.binding] && static_cast<int>(t.texture->target)!=dev_state.bound_tex_targets[t.binding])
- glBindTexture(dev_state.bound_tex_targets[t.binding], 0);
- glBindTexture(t.texture->target, t.texture->id);
+ glActiveTexture(GL_TEXTURE0+r.binding);
+ if(dev_state.bound_tex_targets[r.binding] && static_cast<int>(r.texture->target)!=dev_state.bound_tex_targets[r.binding])
+ glBindTexture(dev_state.bound_tex_targets[r.binding], 0);
+ glBindTexture(r.texture->target, r.texture->id);