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Fixing texture storage allocation on OSX/GL 4.1
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1 changed files with 1 additions and 1 deletions
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@ -243,7 +243,7 @@ void GLBackend::GLTexture::allocateStorage() {
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glTexStorage2D(_target, usedMipLevels(), texelFormat.internalFormat, dimensions.x, dimensions.y);
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glTexStorage2D(_target, usedMipLevels(), texelFormat.internalFormat, dimensions.x, dimensions.y);
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(void)CHECK_GL_ERROR();
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(void)CHECK_GL_ERROR();
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} else {
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} else {
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for (uint16_t l = _minMip; l < _maxMip; l++) {
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for (uint16_t l = _minMip; l <= _maxMip; l++) {
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// Get the mip level dimensions, accounting for the downgrade level
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// Get the mip level dimensions, accounting for the downgrade level
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Vec3u dimensions = _gpuTexture.evalMipDimensions(l);
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Vec3u dimensions = _gpuTexture.evalMipDimensions(l);
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for (GLenum target : getFaceTargets()) {
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for (GLenum target : getFaceTargets()) {
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