Resolve issue with sculpties loading with incorrect discard levels.
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@@ -617,7 +617,7 @@ void LLVOVolume::updateTextureVirtualSize(bool forced)
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}
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}
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S32 texture_discard = mSculptTexture->getDiscardLevel(); //try to match the texture
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S32 texture_discard = mSculptTexture->getCachedRawImageLevel(); //try to match the texture
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S32 current_discard = getVolume() ? getVolume()->getSculptLevel() : -2 ;
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if (texture_discard >= 0 && //texture has some data available
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@@ -919,7 +919,7 @@ void LLVOVolume::sculpt()
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S8 sculpt_components = 0;
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const U8* sculpt_data = NULL;
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S32 discard_level = mSculptTexture->getDiscardLevel();
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S32 discard_level = mSculptTexture->getCachedRawImageLevel();
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LLImageRaw* raw_image = mSculptTexture->getCachedRawImage() ;
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S32 max_discard = mSculptTexture->getMaxDiscardLevel();
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