GLint bound_texture = 0;
if (texture_face != 0) {
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &bound_texture);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, object_name);
getActiveTextureLevelDesc(context, texture_face, texture_level, desc);
glBindTexture(GL_TEXTURE_CUBE_MAP, bound_texture);
} else {
GLenum texture_binding = getTextureBinding(texture_target);
glGetIntegerv(texture_binding, &bound_texture);
glBindTexture(texture_target, object_name);
- getActiveTextureLevelDesc(context, texture_face, texture_level, desc);
- glBindTexture(texture_binding, bound_texture);
+ getActiveTextureLevelDesc(context, texture_target, texture_level, desc);
+ glBindTexture(texture_target, bound_texture);
}
return desc.valid();