Actually serialise out IDs for texture bindings instead of empty array.

This commit is contained in:
Baldur Karlsson
2014-06-17 16:06:34 +01:00
parent b89470a0b7
commit e57dcbb063
+6 -3
View File
@@ -246,10 +246,13 @@ void GLRenderState::Clear()
void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
{
// TODO check GL_MAX_*
for(size_t i=0; i < ARRAY_COUNT(Tex2D); i++)
{
ResourceId IDs[128];
m_pSerialiser->Serialise<128>("GL_TEXTURE_BINDING_2D", IDs);
ResourceId ID = ResourceId();
if(state >= WRITING) ID = rm->GetID(TextureRes(Tex2D[i]));
m_pSerialiser->Serialise("GL_TEXTURE_BINDING_2D", ID);
if(state < WRITING && ID != ResourceId()) Tex2D[i] = rm->GetLiveResource(ID).name;
}
m_pSerialiser->Serialise("GL_ACTIVE_TEXTURE", ActiveTexture);