GLenum gl_target;
CoglTextureUnit *unit;
+ /* Switch units first so we don't disturb the previous unit if
+ * something needs to bind the texture temporarily */
+ GE (glActiveTexture (GL_TEXTURE0 + i));
+
+ unit = _cogl_get_texture_unit (i);
+
_cogl_material_layer_ensure_mipmaps (layer_handle);
new_gl_layer_info.layer0_overridden =
cogl_texture_get_gl_texture (tex_handle, &gl_texture, NULL);
}
- GE (glActiveTexture (GL_TEXTURE0 + i));
- unit = _cogl_get_texture_unit (i);
-
/* FIXME: We could be more clever here and only bind the texture
if it is different from gl_layer_info->gl_texture to avoid
redundant GL calls. However a few other places in Cogl and