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	gl_resource_manager: Fix bug when allocating 3D textures
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					 1 changed files with 5 additions and 4 deletions
				
			
		|  | @ -90,11 +90,12 @@ void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat, | ||||||
|             for (GLsizei level{0}; level < levels; ++level) { |             for (GLsizei level{0}; level < levels; ++level) { | ||||||
|                 glTexImage3D(target, level, internalformat, width, height, depth, 0, format, type, |                 glTexImage3D(target, level, internalformat, width, height, depth, 0, format, type, | ||||||
|                              nullptr); |                              nullptr); | ||||||
|  | 
 | ||||||
|  |                 width >>= 1; | ||||||
|  |                 height >>= 1; | ||||||
|  |                 if (target == GL_TEXTURE_3D) | ||||||
|  |                     depth >>= 1; | ||||||
|             } |             } | ||||||
|             width >>= 1; |  | ||||||
|             height >>= 1; |  | ||||||
|             if (target == GL_TEXTURE_3D) |  | ||||||
|                 depth >>= 1; |  | ||||||
|         } |         } | ||||||
|         break; |         break; | ||||||
|     } |     } | ||||||
|  |  | ||||||
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