glActiveTexture(GL_TEXTURE0 + *sampler_num + channel);
check_error();
- if (texture_num[channel] == 0) {
+ if (texture_num[channel] == 0 && (pbos[channel] != 0 || pixel_data[channel] != NULL)) {
GLenum format, internal_format;
if (channel == 1 && ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
format = GL_RG;