for(const PipelineState::BoundUniformBlock &u: self.uniform_blocks)
if(u.changed || mask==~0U)
{
- if(u.block)
+ if(u.used)
{
if(u.binding>=0)
{
for(const PipelineState::BoundTexture &t: self.textures)
if(t.changed || mask==~0U)
{
- if(t.texture && t.sampler)
+ if(t.used)
{
if(ARB_direct_state_access)
glBindTextureUnit(t.binding, t.texture->id);