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Don't zcrew up other rendering elements by leaving texture bound behind.
authorLatif Khalifa <latifer@streamgrid.net>
Mon, 4 Jul 2011 05:06:26 +0000 (05:06 +0000)
committerLatif Khalifa <latifer@streamgrid.net>
Mon, 4 Jul 2011 05:06:26 +0000 (05:06 +0000)
git-svn-id: https://radegast.googlecode.com/svn/trunk@944 f7a694da-4d33-11de-9ad6-1127a62b9fcd

Radegast/GUI/Rendering/Rendering.cs

index 519bbad..8f496be 100644 (file)
@@ -1128,6 +1128,7 @@ namespace Radegast.Rendering
                         }\r
                     }\r
                 }\r
+                GL.Disable(EnableCap.Texture2D);\r
                 GL.DisableClientState(ArrayCap.VertexArray);\r
                 GL.DisableClientState(ArrayCap.TextureCoordArray);\r
             }\r
@@ -1514,6 +1515,7 @@ namespace Radegast.Rendering
                     // Pop the prim matrix\r
                     GL.PopMatrix();\r
                 }\r
+                GL.Disable(EnableCap.Texture2D);\r
                 GL.DisableClientState(ArrayCap.VertexArray);\r
                 GL.DisableClientState(ArrayCap.TextureCoordArray);\r
                 GL.DisableClientState(ArrayCap.NormalArray);\r