DALI_ASSERT_DEBUG( mVertexBuffer );
- mTextureCache->BindTexture( mTexture, mTextureId, GL_TEXTURE_2D, TextureUnitAsGLenum( TEXTURE_UNIT_IMAGE ) );
+ mTextureCache->BindTexture( mTexture, mTextureId, GL_TEXTURE_2D, TEXTURE_UNIT_IMAGE );
if( mTexture->GetTextureId() == 0 )
{
return; // early out if we haven't got a GL texture yet (e.g. due to context loss)
}
- mTexture->ApplySampler( mSamplerBitfield );
+ mTexture->ApplySampler( TEXTURE_UNIT_IMAGE, mSamplerBitfield );
// Set sampler uniform
GLint samplerLoc = program.GetUniformLocation( Program::UNIFORM_SAMPLER );