- try to add special texture compression types from GL_3DFX_texture_compression_FXT1
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@ -644,6 +644,9 @@ void Texture3DGl::init(Filter filter, int maxAnisotropy) {
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if(forceCompressionDisabled == true || (pixmap.getPixelByteCount() > 0 && pixmap.getPixelByteCount() <= MIN_BYTES_TO_COMPRESS)) {
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if(forceCompressionDisabled == true || (pixmap.getPixelByteCount() > 0 && pixmap.getPixelByteCount() <= MIN_BYTES_TO_COMPRESS)) {
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glCompressionFormat = glInternalFormat;
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glCompressionFormat = glInternalFormat;
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}
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}
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if(glCompressionFormat == GL_COMPRESSED_RGBA_FXT1_3DFX) {
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glCompressionFormat = glInternalFormat;
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}
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//pixel init var
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//pixel init var
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const uint8* pixels= pixmapInit? pixmap.getPixels(): NULL;
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const uint8* pixels= pixmapInit? pixmap.getPixels(): NULL;
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@ -739,10 +742,6 @@ void TextureCubeGl::init(Filter filter, int maxAnisotropy) {
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glCompressionFormat = glInternalFormat;
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glCompressionFormat = glInternalFormat;
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}
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}
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if(glCompressionFormat == GL_COMPRESSED_RGBA_FXT1_3DFX) {
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glCompressionFormat = glInternalFormat;
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}
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//pixel init var
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//pixel init var
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const uint8* pixels= pixmapInit? currentPixmap->getPixels(): NULL;
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const uint8* pixels= pixmapInit? currentPixmap->getPixels(): NULL;
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GLenum target= GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
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GLenum target= GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
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