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* We try and avoid multiple glTexImage2D chunks and instead mark the texture as dirty if the parameters are the same. This is to avoid the case where it's called repeatedly just to upload new data. However this breaks for cubemaps since that's the one case where you HAVE to call it multiple times just to create the texture. Once for each face-target. So to compensate, we manually do this with the same parameters, then let it be overwritten by later chunks & initial data.