OpenGLRenderer: Use glTexStorage2D instead of glTexImage2D
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@@ -29,8 +29,7 @@ namespace Nz
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break;
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case ImageType_2D:
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for (unsigned int level = 0; level < m_params.mipmapLevel; ++level)
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m_texture.TexImage2D(0, format->internalFormat, GetLevelSize(params.width, level), GetLevelSize(params.height, level), 0, format->format, format->type);
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m_texture.TexStorage2D(params.mipmapLevel, format->internalFormat, params.width, params.height);
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break;
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case ImageType_2D_Array:
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