Don't try to initialise texture when structured exporting on GL

This commit is contained in:
baldurk
2020-01-22 19:05:53 +00:00
parent 6c68576707
commit d8c112dd78
+1 -1
View File
@@ -1352,7 +1352,7 @@ bool GLResourceManager::Serialise_InitialState(SerialiserType &ser, ResourceId i
// only continue with serialising the contents if the format is valid (storage allocated).
// Otherwise this texture has no initial state to apply
if(TextureState.internalformat != eGL_NONE && !ser.IsErrored())
if(TextureState.internalformat != eGL_NONE && !ser.IsErrored() && !IsStructuredExporting(m_State))
{
WrappedOpenGL::TextureData &details =
ser.IsWriting() ? m_Driver->m_Textures[id] : m_Driver->m_Textures[GetLiveID(id)];