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- try to add special texture compression types from GL_3DFX_texture_compression_FXT1
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@@ -739,6 +739,10 @@ void TextureCubeGl::init(Filter filter, int maxAnisotropy) {
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glCompressionFormat = glInternalFormat;
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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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const uint8* pixels= pixmapInit? currentPixmap->getPixels(): NULL;
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GLenum target= GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
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