}
}
-void TextureCache::BindTexture( Texture *texture, ResourceId id, GLenum target, GLenum textureunit )
+void TextureCache::BindTexture( Texture *texture, ResourceId id, GLenum target, TextureUnit textureunit )
{
bool created = texture->Bind(target, textureunit);
if( created && texture->UpdateOnCreate() ) // i.e. the pixel data was sent to GL