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skipMip not correctly calulcated for cubemaps and texture arrays
In FillInitData() in DDSTextureLoader.cpp, Ln 729 the skipMip variable is arraySize times too big if arraySize is > 1. So for cubemaps or texture arrays it is wrong and results in an invalid (huge) desc.MipLevels value. Moving the line skipMips = 0;
line into the arraySize loop is one way to fix it.