Graphics: Use default white texture if material has empty texture slot
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@@ -26,9 +26,11 @@ namespace Nz
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switch (params.type)
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{
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case ImageType::E1D:
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m_texture.TexStorage2D(GL::TextureTarget::Target2D, params.mipmapLevel, format->internalFormat, params.width, 1);
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break;
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case ImageType::E1D_Array:
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m_texture.TexStorage2D(GL::TextureTarget::Target2D, params.mipmapLevel, format->internalFormat, params.width, params.height);
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break;
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case ImageType::E2D:
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@@ -36,17 +38,16 @@ namespace Nz
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break;
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case ImageType::E2D_Array:
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m_texture.TexStorage3D(GL::TextureTarget::Target2D_Array, params.mipmapLevel, format->internalFormat, params.width, params.height, params.depth);
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break;
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case ImageType::E3D:
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m_texture.TexStorage3D(GL::TextureTarget::Target3D, params.mipmapLevel, format->internalFormat, params.width, params.height, params.depth);
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break;
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case ImageType::Cubemap:
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m_texture.TexStorage2D(GL::TextureTarget::Cubemap, params.mipmapLevel, format->internalFormat, params.width, params.height);
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break;
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default:
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break;
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}
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if (!context.DidLastCallSucceed())
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