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framebuffer_copy_to_texture for cubemap too
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@ -1330,7 +1330,12 @@ framebuffer_copy_to_texture(Texture *tex, int z, const DisplayRegion *dr, const
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}
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}
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DXTextureContext8 *dtc = DCAST(DXTextureContext8, tc);
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DXTextureContext8 *dtc = DCAST(DXTextureContext8, tc);
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nassertv(tex->get_texture_type() == Texture::TT_2d_texture);
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if (tex->get_texture_type() != Texture::TT_2d_texture) {
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// For a specialty texture like a cube map, go the slow route
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// through RAM for now.
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framebuffer_copy_to_ram(tex, z, dr, rb);
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return;
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}
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nassertv(dtc->get_d3d_2d_texture() != NULL);
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nassertv(dtc->get_d3d_2d_texture() != NULL);
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IDirect3DSurface8 *tex_level_0, *render_target;
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IDirect3DSurface8 *tex_level_0, *render_target;
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