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Check component type AFTER constructing the format
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@@ -501,8 +501,6 @@ void GLReplay::CacheTexture(ResourceId id)
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}
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tex.creationFlags = res.creationFlags;
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if(tex.format.compType == eCompType_Depth)
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tex.creationFlags |= eTextureCreate_DSV;
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if(res.resource.name == gl.m_FakeBB_Color || res.resource.name == gl.m_FakeBB_DepthStencil)
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tex.creationFlags |= eTextureCreate_SwapBuffer;
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@@ -512,6 +510,9 @@ void GLReplay::CacheTexture(ResourceId id)
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tex.format = MakeResourceFormat(gl, target, (GLenum)fmt);
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if(tex.format.compType == eCompType_Depth)
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tex.creationFlags |= eTextureCreate_DSV;
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string str = "";
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char name[128] = {0};
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gl.glGetObjectLabel(eGL_TEXTURE, res.resource.name, 127, NULL, name);
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