BindTextureNode once again resets GL_TEXTURE matrix

This commit is contained in:
David Vierra 2015-09-06 08:45:56 -10:00
parent 63dfb0d628
commit ca0dbc0523

View File

@ -16,10 +16,10 @@ class BindTextureRenderNode(RenderstateRenderNode):
def enter(self):
GL.glPushAttrib(GL.GL_ENABLE_BIT | GL.GL_TEXTURE_BIT)
scale = self.sceneNode.scale
GL.glMatrixMode(GL.GL_TEXTURE)
GL.glPushMatrix()
GL.glLoadIdentity()
if scale is not None:
GL.glMatrixMode(GL.GL_TEXTURE)
GL.glPushMatrix()
GL.glLoadIdentity()
GL.glScale(*scale)
glutils.glActiveTexture(GL.GL_TEXTURE0) # disable texture1?
GL.glEnable(GL.GL_TEXTURE_2D)
@ -27,10 +27,8 @@ class BindTextureRenderNode(RenderstateRenderNode):
self.sceneNode.texture.bind()
def exit(self):
if self.sceneNode.scale is not None:
# Please do not change BindTextureNode.scale during RenderNode calls, thx
GL.glMatrixMode(GL.GL_TEXTURE)
GL.glPopMatrix()
GL.glMatrixMode(GL.GL_TEXTURE)
GL.glPopMatrix()
GL.glPopAttrib()