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For array textures, keep the depth the same on all mips
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@@ -1144,6 +1144,10 @@ bool GLResourceManager::Serialise_InitialState(ResourceId resid, GLResource res)
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count = 1;
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}
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if(t == eGL_TEXTURE_CUBE_MAP_ARRAY || t == eGL_TEXTURE_1D_ARRAY ||
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t == eGL_TEXTURE_2D_ARRAY)
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d = details.depth;
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for(int trg = 0; trg < count; trg++)
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{
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size_t size = GetCompressedByteSize(w, h, d, details.internalFormat, i);
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