Added handling of image dirty after a textyre has been bound, the texture
is now updated when the image is dirty.
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@@ -108,6 +108,10 @@ void Texture3D::apply(State& state) const
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{
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_subloadCallback->subload(*this,state);
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}
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else if(getModifiedTag(contextID) != _image->getModifiedTag())
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{
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applyTexImage3D(GL_TEXTURE_3D,_image.get(),state, _textureWidth, _textureHeight, _textureDepth,_numMimpmapLevels);
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}
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}
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else if (_subloadCallback.valid())
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