glBindTexture(GL_TEXTURE_2D, pTexture2->surfaces[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Texture %p (level %d) given name %d\n", pTexture2->surfaces[i], i, pTexture2->surfaces[i]->textureName);
+ /* No need to walk through all mip-map levels, since already all assigned */
+ i = pTexture2->levels;
+
} else {
if (i==0) {
glBindTexture(GL_TEXTURE_3D, pTexture2->volumes[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Texture %p given name %d\n", pTexture2->volumes[i], pTexture2->volumes[i]->textureName);
+
+ /* No need to walk through all mip-map levels, since already all assigned */
+ i = pTexture2->levels;
} else {
if (i==0) {