void GLController::_BindAllTextures() { // We always want to finish at texture 0, activating it last for (uint i = mNextTex.GetSize(); i > 0; ) { mNextTU = --i; GLTexture* tex = mNextTex[mNextTU]; if (tex != 0) tex->Activate(); else _BindTexture(0, 0); } // Ensure that texture 0 is active if (mActiveTU != 0) { mActiveTU = 0; glActiveTexture(GL_TEXTURE0); glClientActiveTexture(GL_TEXTURE0); } }