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| author | Stenzek <stenzek@gmail.com> | 2016-11-27 18:13:54 +1000 |
|---|---|---|
| committer | Stenzek <stenzek@gmail.com> | 2017-04-01 12:31:40 +1000 |
| commit | f8059eae430cb8f39a0b49a1c1144de99fdc7947 (patch) | |
| tree | 3e592915db259bc9febadf1e31e2d035bd2796c7 /Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp | |
| parent | 22fa199caf7f905007c94e52b0e6d6feb1f41f99 (diff) | |
OGL: Fix render-target texture mipmap allocation
The loop was allocating one-too-many levels, as well as incorrect sizes
for each level. Probably not an issue as mipmapped render targets aren't
used, but the logic should be correct anyway.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp')
0 files changed, 0 insertions, 0 deletions
