void PipelineState::apply() const
{
+ if(!last_applied)
+ Texture::unbind_scratch();
+
apply(this==last_applied ? changes : ~0U);
}
{
const BufferBackedUniformBlock *block = static_cast<const BufferBackedUniformBlock *>(i->block);
glBindBufferRange(GL_UNIFORM_BUFFER, i->binding, block->get_buffer()->get_id(), block->get_offset(), block->get_data_size());
+ bound_uniform_blocks[i->binding] = 1;
}
else
static_cast<const DefaultUniformBlock *>(i->block)->apply();
-
- bound_uniform_blocks[i->binding] = 1;
}
i->changed = false;