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Don't use mipmapping for point sampler
* This fixes issues where textures wouldn't render because they weren't mipmap complete, and although I was point sampling a single mip the point sampler was referencing the mipchain.
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@@ -189,7 +189,7 @@ void GLReplay::InitDebugData()
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gl.glSamplerParameteri(DebugData.linearSampler, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
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gl.glGenSamplers(1, &DebugData.pointSampler);
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gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST_MIPMAP_NEAREST);
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gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
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gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
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gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
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gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
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