remove glViewport call as it wasnt needed and caused crash
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@ -4887,7 +4887,6 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
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}
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glClearColor(1.0, 0.0, 1.0, 0.0);
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glViewport(0, 0, rt->mip_maps[i].sizes[j].width, rt->mip_maps[i].sizes[j].height);
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glClear(GL_COLOR_BUFFER_BIT);
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if (used_depth) {
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glClearDepth(1.0);
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