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Finally figured out how to implement AnimatedTexture properly.
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@@ -211,6 +211,10 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(con
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} else {
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if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies
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VisualServerRaster::redraw_request();
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}
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texture = texture->get_ptr();
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if (texture->render_target)
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@@ -248,6 +252,10 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(con
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} else {
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if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
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VisualServerRaster::redraw_request();
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}
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normal_map = normal_map->get_ptr();
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
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@@ -1266,6 +1274,10 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
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continue;
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}
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if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies
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VisualServerRaster::redraw_request();
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}
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t = t->get_ptr();
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if (storage->config.srgb_decode_supported && t->using_srgb) {
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