void GlState::glActiveTexture(void *user_data, unsigned index)
{
- reinterpret_cast<GlState *>(user_data)->active_tex = index;
+ reinterpret_cast<GlState *>(user_data)->active_tex = index-GL_TEXTURE0;
}
void GlState::glBindTexture(void *user_data, GLenum target, unsigned id)