For array textures, keep the depth the same on all mips

This commit is contained in:
baldurk committed 2017-04-25 15:59:57 +01:00
1 parent ac7e8ff800
commit 527b1f7538
1 file changed
+4
+4
View File
@@ -1144,6 +1144,10 @@ bool GLResourceManager::Serialise_InitialState(ResourceId resid, GLResource res)
count = 1;
}
if(t == eGL_TEXTURE_CUBE_MAP_ARRAY || t == eGL_TEXTURE_1D_ARRAY ||
t == eGL_TEXTURE_2D_ARRAY)
d = details.depth;
for(int trg = 0; trg < count; trg++)
{
size_t size = GetCompressedByteSize(w, h, d, details.internalFormat, i);