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For 3D texture views the depth is the original texture's depth
* The number of layers is only the depth for array textures.
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@@ -702,6 +702,8 @@ bool WrappedOpenGL::Serialise_glTextureView(SerialiserType &ser, GLuint textureH
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m_Textures[liveTexId].width = m_Textures[liveOrigId].width;
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m_Textures[liveTexId].height = m_Textures[liveOrigId].height;
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m_Textures[liveTexId].depth = numlayers;
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if(target == eGL_TEXTURE_3D)
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m_Textures[liveTexId].depth = m_Textures[liveOrigId].depth;
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m_Textures[liveTexId].mipsValid = (1 << numlevels) - 1;
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m_Textures[liveTexId].emulated = emulated;
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