don't attempt texture binding before the texture pool is setup
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@@ -154,11 +154,7 @@ void Raster::bind(bool linear) {
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return;
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}
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if (img && !textured) {
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if (!texturepool) {
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fprintf(stderr, "no available texture pool\n");
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return;
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}
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if (img && !textured && texturepool) {
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texture = texturepool->getTextureID();
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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