program()->setUniformValue(m_id_uTexture, 1);
program()->setUniformValue(m_id_vTexture, 2);
- functions->glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, mat->idY);
functions->glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mat->idU);
functions->glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, mat->idV);
+ functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
+ glBindTexture(GL_TEXTURE_2D, mat->idY);
program()->setUniformValue(m_id_colorMatrix, mat->colorMatrix);
if (state.isOpacityDirty()) {