bind zero when texture is not defined for dual brush or pattern to avoid using the previous tex in slot
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@@ -121,8 +121,9 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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glActiveTexture(GL_TEXTURE2);
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canvas->m_canvas->m_smask.m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE3);
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if (b->m_pattern_texture)
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b->m_pattern_texture->bind();
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b->m_pattern_texture ?
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b->m_pattern_texture->bind() :
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glBindTexture(GL_TEXTURE_2D, 0);
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m_face_plane.draw_fill();
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glActiveTexture(GL_TEXTURE2);
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canvas->m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
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