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Finally figured out how to implement AnimatedTexture properly.
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@@ -140,6 +140,10 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con
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texture = texture->get_ptr();
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if (texture->redraw_if_visible) {
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VisualServerRaster::redraw_request();
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}
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if (texture->render_target) {
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texture->render_target->used_in_frame = true;
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}
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@@ -909,6 +913,10 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
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t = t->get_ptr();
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if (t->redraw_if_visible) {
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VisualServerRaster::redraw_request();
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}
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glBindTexture(t->target, t->tex_id);
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}
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} else {
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