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opengl: don't set buffer limit to 0 when uploading texture buffer
That fixes uploading skins when the skin is present twice. Fixes GH-23
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@ -63,7 +63,8 @@ class OpenGLTextureArray(
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val renderData = texture.renderData as OpenGLTextureData
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for ((level, buffer) in texture.data.collect().withIndex()) {
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if (level > this.mipmaps) break
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buffer.data.flip()
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buffer.data.position(0)
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buffer.data.limit(buffer.data.capacity())
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, renderData.index, buffer.size.x, buffer.size.y, 1, buffer.glFormat, buffer.glType, buffer.data)
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}
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@ -67,7 +67,8 @@ class OpenGLDynamicTextureArray(
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// clear first
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, index, resolution shr level, resolution shr level, 1, GL_RGBA, GL_UNSIGNED_BYTE, empty)
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}
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buffer.data.flip()
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buffer.data.position(0)
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buffer.data.limit(buffer.data.capacity())
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, index, buffer.size.x, buffer.size.y, 1, buffer.glFormat, buffer.glType, buffer.data)
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}
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}
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