Correctly rebind textures after an fbo tex

This is the right fix for Tactics Ogre, and makes sense.  May fix other games too.

Kinda seems obvious now, but I realized it only by accident looking at my recent diff for this same area of code.

In case it's not clear - the issue is that a game could draw texture A (regular), B (FB render), then A again (regular).  If it did this, it thought "oh good, I've already bound A, no need to send a duplicate GL call" even though B was actually bound.  Therefore it used "A, B, B" instead of "A, B, A".

-[Unknown]