Fix using RenderTargets on a texture that has mipmaps.
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Also better mipmap generation.
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@@ -35,8 +35,9 @@ public:
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/// @param new_size new size in px.
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void Resize(const Vector2& new_size);
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void SetMSAAEnabled(MSAA_SAMPLE_RATE sample_rate);
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/// Blits the MSAA FBO onto the regular FBO if MSAA is enabled.
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/// Does nothing is MSAA is not enabled or if the color attachment is a texture not created by the RenderTarget.
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/// If you're using raw OpenGL commands to draw to this outside of J2D or J3D don't forget to do this.
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/// Blits the MSAA FBO onto the regular FBO if MSAA is enabled and or If you're rendering to a texture which uses mipmaps,
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/// It regenerates them so what you drew doesn't disappear at a distance. Otherwise it does nothing.
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void Blit() const;
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[[nodiscard]] bool TextureCreatedByRenderTarget() const;
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public:
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