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bail out of glBindTexture() if texture name is invalid
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@@ -123,6 +123,9 @@ bool WrappedOpenGL::Serialise_glBindTexture(GLenum target, GLuint texture)
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void WrappedOpenGL::glBindTexture(GLenum target, GLuint texture)
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{
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m_Real.glBindTexture(target, texture);
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if(GetResourceManager()->GetID(TextureRes(GetCtx(), texture)) == ResourceId())
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return;
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if(m_State == WRITING_CAPFRAME)
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{
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