check if skeleton texture is already allocated before reallocating
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@ -3496,6 +3496,8 @@ RID RasterizerStorageGLES2::skeleton_create() {
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Skeleton *skeleton = memnew(Skeleton);
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glGenTextures(1, &skeleton->tex_id);
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return skeleton_owner.make_rid(skeleton);
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}
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@ -3513,7 +3515,6 @@ void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool
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skeleton->use_2d = p_2d_skeleton;
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if (config.float_texture_supported) {
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glGenTextures(1, &skeleton->tex_id);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
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