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@@ -384,6 +384,10 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_
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case VS::TEXTURE_TYPE_3D: {
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case VS::TEXTURE_TYPE_3D: {
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texture->images.resize(p_depth_3d);
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texture->images.resize(p_depth_3d);
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} break;
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} break;
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+ default: {
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+ ERR_PRINT("Unknown texture type!");
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+ return;
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+ }
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}
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}
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Image::Format real_format;
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Image::Format real_format;
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@@ -2848,7 +2852,11 @@ void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
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glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_bones * 3, 1, 0, GL_RGB, GL_FLOAT, NULL);
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+#ifdef GLES_OVER_GL
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+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_bones * 3, 1, 0, GL_RGBA, GL_FLOAT, NULL);
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+#else
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+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_bones * 3, 1, 0, GL_RGBA, GL_FLOAT, NULL);
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+#endif
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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