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extraneous mipmap generation prune
OR spits out quite a few pointless mips for non square textures, which can lead to it triggering that AssertFatal(mNumMipLevels <= c_maxMipLevels, "GBitmap::allocateBitmap: too many miplevels"); entry
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33a0579735
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2 changed files with 2 additions and 2 deletions
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@ -326,7 +326,7 @@ void GBitmap::allocateBitmap(const U32 in_width, const U32 in_height, const bool
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mNumMipLevels++;
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mNumMipLevels++;
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allocPixels += currWidth * currHeight * mBytesPerPixel;
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allocPixels += currWidth * currHeight * mBytesPerPixel;
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} while (currWidth != 1 || currHeight != 1);
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} while (currWidth != 1 && currHeight != 1);
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}
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}
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AssertFatal(mNumMipLevels <= c_maxMipLevels, "GBitmap::allocateBitmap: too many miplevels");
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AssertFatal(mNumMipLevels <= c_maxMipLevels, "GBitmap::allocateBitmap: too many miplevels");
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@ -1098,7 +1098,7 @@ void GFXTextureManager::_validateTexParams( const U32 width, const U32 height,
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currHeight = 1;
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currHeight = 1;
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inOutNumMips++;
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inOutNumMips++;
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} while ( currWidth != 1 || currHeight != 1 );
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} while ( currWidth != 1 && currHeight != 1 );
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}
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}
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}
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}
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}
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}
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