- glActiveTexture(GL_TEXTURE0+i->binding);
- if(bound_tex_targets[i->binding] && static_cast<int>(i->texture->get_target())!=bound_tex_targets[i->binding])
- glBindTexture(bound_tex_targets[i->binding], 0);
- glBindTexture(i->texture->get_target(), i->texture->get_id());
+ glActiveTexture(GL_TEXTURE0+t.binding);
+ if(bound_tex_targets[t.binding] && static_cast<int>(t.texture->get_target())!=bound_tex_targets[t.binding])
+ glBindTexture(bound_tex_targets[t.binding], 0);
+ glBindTexture(t.texture->get_target(), t.texture->get_id());