SDL: Don't set the active texture when creating a palette

From 38345adff00f6da1647aca15d37b4a6dd7c46863 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Mon, 29 Dec 2025 09:36:13 -0800
Subject: [PATCH] Don't set the active texture when creating a palette

Fixes https://github.com/libsdl-org/SDL/issues/14705
---
 src/render/opengles2/SDL_render_gles2.c | 1 -
 1 file changed, 1 deletion(-)

diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index e6c18e6b3157d..3b6cbe9454019 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -1713,7 +1713,6 @@ static bool GLES2_CreatePalette(SDL_Renderer *renderer, SDL_TexturePalette *pale
     if (!GL_CheckError("glGenTexures()", renderer)) {
         return false;
     }
-    data->glActiveTexture(GL_TEXTURE1);
     data->glBindTexture(GL_TEXTURE_2D, palettedata->texture);
     data->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
     if (!GL_CheckError("glTexImage2D()", renderer)) {