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- add more texture fallback code in case api calls fail
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@@ -856,6 +856,15 @@ void Texture2DGl::init(Filter filter, int maxAnisotropy) {
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if(error != GL_NO_ERROR && glCompressionFormat != glInternalFormat) {
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glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat,
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pixmap.getW(), pixmap.getH(), 0,
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glFormat, GL_UNSIGNED_BYTE, pixels);
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GLint error2= glGetError();
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if(error2 == GL_NO_ERROR) {
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error = GL_NO_ERROR;
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}
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}
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if(error != GL_NO_ERROR) {
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int error3= gluBuild2DMipmaps(
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GL_TEXTURE_2D, glCompressionFormat,
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pixmap.getW(), pixmap.getH(),
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@@ -1114,6 +1123,17 @@ void TextureCubeGl::init(Filter filter, int maxAnisotropy) {
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currentPixmap->getW(), currentPixmap->getH(), 0,
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glFormat, GL_UNSIGNED_BYTE, pixels);
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GLint error2= glGetError();
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if(error2 == GL_NO_ERROR) {
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error = GL_NO_ERROR;
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}
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}
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if(error != GL_NO_ERROR) {
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int error3= gluBuild2DMipmaps(
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target, glCompressionFormat,
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currentPixmap->getW(), currentPixmap->getH(),
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glFormat, GL_UNSIGNED_BYTE, pixels);
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if(error3 == GL_NO_ERROR) {
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