Set texture unit 0 in base class
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@@ -47,6 +47,9 @@ namespace Inferno {
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uint32_t gpuTextureUnitCount = RenderCommand::textureUnitAmount();
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uint32_t gpuTextureUnitCount = RenderCommand::textureUnitAmount();
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m_supportedTextureUnitPerBatch = std::min(constTextureUnitCount, gpuTextureUnitCount);
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m_supportedTextureUnitPerBatch = std::min(constTextureUnitCount, gpuTextureUnitCount);
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// Texture unit 0 is reserved for no texture
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m_textureUnits[0] = nullptr;
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// Create texture unit samplers
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// Create texture unit samplers
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int32_t samplers[textureUnitPerBatch];
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int32_t samplers[textureUnitPerBatch];
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for (uint32_t i = 0; i < textureUnitPerBatch; i++) {
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for (uint32_t i = 0; i < textureUnitPerBatch; i++) {
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@@ -136,9 +139,6 @@ namespace Inferno {
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m_vertexPositions[2] = { 0.5f, 0.5f, 0.0f, 1.0f };
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m_vertexPositions[2] = { 0.5f, 0.5f, 0.0f, 1.0f };
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m_vertexPositions[3] = { -0.5f, 0.5f, 0.0f, 1.0f };
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m_vertexPositions[3] = { -0.5f, 0.5f, 0.0f, 1.0f };
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// Texture unit 0 is reserved for no texture
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m_textureUnits[0] = nullptr;
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// GPU
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// GPU
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// -----------------------------------------
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// -----------------------------------------
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