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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) { | ||||
|                 glTexImage3D(target, level, internalformat, width, height, depth, 0, format, type, | ||||
|                              nullptr); | ||||
| 
 | ||||
|                 width >>= 1; | ||||
|                 height >>= 1; | ||||
|                 if (target == GL_TEXTURE_3D) | ||||
|                     depth >>= 1; | ||||
|             } | ||||
|             width >>= 1; | ||||
|             height >>= 1; | ||||
|             if (target == GL_TEXTURE_3D) | ||||
|                 depth >>= 1; | ||||
|         } | ||||
|         break; | ||||
|     } | ||||
|  |  | |||
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