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Resolves #7665
Changes
Previously, we fixed a bug where a texture bound to a shader would unbind after its first use. So, textures stay bound. This lead to a scenario where if you draw using a framebuffer as a texture once:
...then if you later try to draw to that framebuffer, even without a texture applied, it would cause a feedback cycle since the framebuffer is still bound to the shader:
The problem is that we were using
texture()to bind a texture, but when no texture is applied (e.g. after apop()), we we're unbinding.PR Checklist
npm run lintpasses