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When downloading a mip level and assigning it to the underlying resource, we weren't checking to see if the assignment was successful. If it was unsuccessful, we would queue up a request for the next mip which would end up being a request for the same mip that was just attempted. This change fixes this problem by checking to see if the texture's available mip level is at least <= the assigned mip level. |
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.. | ||
src/model-networking | ||
CMakeLists.txt |