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Consider the first glBindTexture chunk to be resource initialisation
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@@ -252,7 +252,10 @@ bool WrappedOpenGL::Serialise_glBindTexture(SerialiserType &ser, GLenum target,
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TextureData &tex = m_Textures[GetResourceManager()->GetID(texture)];
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// only set texture type if we don't have one. Otherwise refuse to re-type.
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if(tex.curType == eGL_NONE)
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{
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tex.curType = TextureTarget(target);
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AddResourceInitChunk(texture);
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}
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tex.creationFlags |= TextureCategory::ShaderRead;
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}
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}
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