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Gracefully handle 3D textures in GLES2
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@ -109,6 +109,7 @@ PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT
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#define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleANGLE
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#endif
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#define GL_TEXTURE_3D 0x806F
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#define GL_MAX_SAMPLES 0x8D57
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#endif //!GLES_OVER_GL
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@ -565,11 +566,11 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_
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texture->target = GL_TEXTURE_CUBE_MAP;
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texture->images.resize(6);
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} break;
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case VS::TEXTURE_TYPE_2D_ARRAY: {
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texture->images.resize(p_depth_3d);
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} break;
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case VS::TEXTURE_TYPE_2D_ARRAY:
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case VS::TEXTURE_TYPE_3D: {
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texture->images.resize(p_depth_3d);
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texture->target = GL_TEXTURE_3D;
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ERR_PRINT("3D textures and Texture Arrays are not supported in GLES2. Please switch to the GLES3 backend.");
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return;
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} break;
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default: {
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ERR_PRINT("Unknown texture type!");
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@ -626,6 +627,10 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p
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Texture *texture = texture_owner.getornull(p_texture);
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ERR_FAIL_COND(!texture);
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if (texture->target == GL_TEXTURE_3D) {
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// Target is set to a 3D texture or array texture, exit early to avoid spamming errors
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return;
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}
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ERR_FAIL_COND(!texture->active);
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ERR_FAIL_COND(texture->render_target);
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ERR_FAIL_COND(texture->format != p_image->get_format());
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