Stenzek f8059eae43 OGL: Fix render-target texture mipmap allocation
The loop was allocating one-too-many levels, as well as incorrect sizes
for each level. Probably not an issue as mipmapped render targets aren't
used, but the logic should be correct anyway.
2017-04-01 12:31:40 +10:00
..
2017-03-31 21:55:26 +10:00
2016-07-04 18:54:49 +10:00
2017-03-31 21:55:26 +10:00