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-rw-r--r--drivers/gles2/rasterizer_gles2.cpp1
-rw-r--r--scene/gui/texture_frame.cpp4
2 files changed, 2 insertions, 3 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index feff49c1de..4acac957c8 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -1263,7 +1263,6 @@ void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) {
p_flags&=VS::TEXTURE_FLAG_FILTER;//can change only filter
}
-
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
diff --git a/scene/gui/texture_frame.cpp b/scene/gui/texture_frame.cpp
index 73081f9d5b..931fb1cb1a 100644
--- a/scene/gui/texture_frame.cpp
+++ b/scene/gui/texture_frame.cpp
@@ -88,8 +88,8 @@ void TextureFrame::set_texture(const Ref<Texture>& p_tex) {
texture=p_tex;
update();
- if (texture.is_valid())
- texture->set_flags(texture->get_flags()&(~Texture::FLAG_REPEAT)); //remove repeat from texture, it looks bad in sprites
+ //if (texture.is_valid())
+ // texture->set_flags(texture->get_flags()&(~Texture::FLAG_REPEAT)); //remove repeat from texture, it looks bad in sprites
minimum_size_changed();
}