void BindTexture( int target, GLuint texture )
{
int16_t index = GetTextureIndexFromGlFormat(target);
- if(index >= 0 && mBoundTextureId[ mActiveTextureUnit ][index] != texture)
+ if(index >= 0)
{
- mBoundTextureId[ mActiveTextureUnit ][index] = texture;
+ if(mBoundTextureId[ mActiveTextureUnit ][index] != texture)
+ {
+ mBoundTextureId[ mActiveTextureUnit ][index] = texture;
+ LOG_GL("BindTexture target(%d) %d\n", target, texture);
+ CHECK_GL(mGlAbstraction, mGlAbstraction.BindTexture(target, texture));
+ }
+ }
+ else
+ {
+ // Don't use cache
LOG_GL("BindTexture target(%d) %d\n", target, texture);
CHECK_GL(mGlAbstraction, mGlAbstraction.BindTexture(target, texture));
}