- mCullFaceMode = CullNone;
- mGlAbstraction.Disable(GL_CULL_FACE);
- mGlAbstraction.FrontFace(GL_CCW);
- mGlAbstraction.CullFace(GL_BACK);
-
- // rebind texture units to 0
- for( unsigned int i=0; i < MAX_TEXTURE_UNITS; ++i )
- {
- mBound2dTextureId[ i ] = 0;
- // set active texture
- mGlAbstraction.ActiveTexture( GL_TEXTURE0 + i );
- mGlAbstraction.BindTexture(GL_TEXTURE_2D, mBound2dTextureId[ i ] );
- }