{
glFrontFace(front_face==CLOCKWISE ? GL_CW : GL_CCW);
- if(face_cull!=NO_CULL)
+ if(face_cull!=NO_CULL && front_face!=NON_MANIFOLD)
{
glEnable(GL_CULL_FACE);
glCullFace(face_cull==CULL_FRONT ? GL_FRONT : GL_BACK);
}
for(vector<BoundTexture>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
- if(i->changed)
+ if(i->changed || mask==~0U)
{
if(i->texture && i->sampler)
{
}
for(vector<BoundUniformBlock>::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
- if(i->changed)
+ if(i->changed || mask==~0U)
{
if(i->block)
{