Fix game splash screen to wait fr texture to be streamed in, not just allocated
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@@ -211,7 +211,7 @@ void GameBaseImpl::OnPostRender(GPUContext* context, RenderContext& renderContex
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}
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// Wait for texture loaded before showing splash screen
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if (!SplashScreen->IsLoaded() || SplashScreen.Get()->GetTexture()->MipLevels() != SplashScreen.Get()->StreamingTexture()->TotalMipLevels())
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if (!SplashScreen->IsLoaded() || SplashScreen.Get()->GetResidentMipLevels() != SplashScreen.Get()->GetMipLevels())
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{
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return;
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}
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