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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_State/Texture): relaxing completeness check on reasonable 0x0 mipmap
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@@ -88,6 +88,7 @@ namespace MobileGL {
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auto& bindingSlot = activeUnit.GetBindingSlot(textureTarget);
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auto textureObject = bindingSlot.GetBoundObject();
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TextureInternalFormat textureInternalFormat = textureObject->GetFormat();
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MGLOG_D("%s: working on texture %d", __func__, textureObject->GetExternalIndex());
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// ===================== Error Checking ==============================
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if (!TextureImpl::ValidateTextureObject(textureObject)) return;
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@@ -682,6 +683,8 @@ namespace MobileGL {
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const SizeT internalBpp = MG_Util::GetInternalBytesPerPixel(textureInternalFormat, texturePixelDataType);
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const SizeT internalBytes = width * height * internalBpp;
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MGLOG_D("%s: working on texture %d", __func__, textureObject->GetExternalIndex());
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MGLOG_D("%s: texture object had internal format %s, new format %s", __func__,
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MG_Util::ConvertTextureInternalFormatToString(textureObject->GetFormat()).c_str(),
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MG_Util::ConvertTextureInternalFormatToString(textureInternalFormat).c_str());
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