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SliceFace to render from should be loop counter
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@@ -2098,7 +2098,7 @@ byte *D3D11DebugManager::GetTextureData(ResourceId id, uint32_t arrayIdx, uint32
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texDisplay.mip = mip;
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texDisplay.sampleIdx = 0;
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texDisplay.CustomShader = ResourceId();
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texDisplay.sliceFace = arrayIdx;
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texDisplay.sliceFace = i;
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texDisplay.rangemin = blackPoint;
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texDisplay.rangemax = whitePoint;
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texDisplay.scale = 1.0f;
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