assign texunits to samplers, instead of (wrongly) using unitid==textureid
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@@ -36,7 +36,6 @@ namespace OpenRA.Renderer.Glsl
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void PrepareTexture()
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{
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Gl.glActiveTexture(Gl.GL_TEXTURE0 + texture);
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GraphicsDevice.CheckGlError();
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Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture);
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GraphicsDevice.CheckGlError();
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