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Don't try to initialise texture when structured exporting on GL
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@@ -1352,7 +1352,7 @@ bool GLResourceManager::Serialise_InitialState(SerialiserType &ser, ResourceId i
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// only continue with serialising the contents if the format is valid (storage allocated).
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// Otherwise this texture has no initial state to apply
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if(TextureState.internalformat != eGL_NONE && !ser.IsErrored())
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if(TextureState.internalformat != eGL_NONE && !ser.IsErrored() && !IsStructuredExporting(m_State))
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{
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WrappedOpenGL::TextureData &details =
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ser.IsWriting() ? m_Driver->m_Textures[id] : m_Driver->m_Textures[GetLiveID(id)];
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