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Fix incorrect use of texture height instead of mip. Refs #300
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@@ -2000,10 +2000,13 @@ namespace renderdocui.Windows
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}
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int y = m_CurHoverPixel.Y >> (int)m_TexDisplay.mip;
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uint mipHeight = Math.Max(1, tex.height >> (int)m_TexDisplay.mip);
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if (m_Core.APIProps.pipelineType == APIPipelineStateType.OpenGL)
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y = (int)(tex.height - 1) - y;
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y = (int)(mipHeight - 1) - y;
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if (m_TexDisplay.FlipY)
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y = (int)(tex.height - 1) - y;
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y = (int)(mipHeight - 1) - y;
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y = Math.Max(0, y);
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