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Don't specify the texture unit when binding a texture, instead use whatever has been set up by the application.
This matches behavior in the OpenGL and OpenGL ES 1.1 renderers.
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@@ -1580,7 +1580,6 @@ static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, flo
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GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
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GLES2_ActivateRenderer(renderer);
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data->glActiveTexture(GL_TEXTURE0);
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data->glBindTexture(texturedata->texture_type, texturedata->texture);
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if(texw) *texw = 1.0;
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