Fixed a few small things.
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@ -46,6 +46,14 @@ void Texture::setSize(
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glDeleteTextures(1, &this->id);
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this->id = -1;
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}
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#if DAWN_DEBUG_BUILD
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int32_t maxSize;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize);
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assertTrue(width > 0 && width <= maxSize);
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assertTrue(height > 0 && height <= maxSize);
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#endif
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this->width = width;
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this->height = height;
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@ -38,8 +38,7 @@ std::vector<struct ShaderPassItem> SimpleBillboardedMaterial::getRenderPasses(IR
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onlyPass.parameterBuffers[shader->bufferRenderPipeline] = &context.renderPipeline->shaderBuffer;
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onlyPass.renderFlags = (
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RENDER_MANAGER_RENDER_FLAG_BLEND |
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RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST
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RENDER_MANAGER_RENDER_FLAG_BLEND
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);
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if(this->texture != nullptr) {
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