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// For things that have real roots (things that have actual models/aren't UI textures), we always want mipMaps, even if the existing texture only has one.
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// (Ex. The Default Mat-Add textures)
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maxMipCount=-1;
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}
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varmaxMipCount=1;
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if(root!=null)
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{
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// For things that have real roots (things that have actual models/aren't UI textures), we always want mipMaps, even if the existing texture only has one.
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// (Ex. The Default Mat-Add textures)
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maxMipCount=-1;
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}
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using(varcompressor=newCompressor())
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{
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// UI/Paintings only have a single mipmap and will crash if more are generated, for everything else generate max levels
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