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Added mipmap support for 2d texture arrays #1432

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@num3ric num3ric commented Apr 14, 2016

I added but then removed the mipmap init call from the void * data construction path, let me know what you think makes sense there.

Updated sample should make it easy to test.

{
if( mMaxMipmapLevel == -1 ) {
mMaxMipmapLevel = requiredMipLevels( mWidth, mHeight, mDepth ) - 1;
#if ! defined( CINDER_GL_ES_2 )
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Probably want to cover any ES implementations here. I ran into trouble (all-black textures) with ES3 on tvos.

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