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- try to see if this fixes an opengl bug, by retrying texture loading using older opengl API if newer fails
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@@ -852,10 +852,8 @@ void Texture2DGl::init(Filter filter, int maxAnisotropy) {
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glFormat, GL_UNSIGNED_BYTE, pixels);
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glFormat, GL_UNSIGNED_BYTE, pixels);
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*/
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*/
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, glCompressionFormat,
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glTexImage2D(GL_TEXTURE_2D, 0, glCompressionFormat,
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pixmap.getW(), pixmap.getH(), 0,
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pixmap.getW(), pixmap.getH(), 0,
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glFormat, GL_UNSIGNED_BYTE, pixels);
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glFormat, GL_UNSIGNED_BYTE, pixels);
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glFormat, GL_UNSIGNED_BYTE, pixels);
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GLint error= glGetError();
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GLint error= glGetError();
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@@ -864,7 +862,7 @@ void Texture2DGl::init(Filter filter, int maxAnisotropy) {
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if(error != GL_NO_ERROR && glCompressionFormat != glInternalFormat) {
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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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glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat,
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pixmap.getW(), pixmap.getH(), 0,
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pixmap.getW(), pixmap.getH(), 0,
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GLint error2= glGetError();
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glFormat, GL_UNSIGNED_BYTE, pixels);
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GLint error2= glGetError();
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GLint error2= glGetError();
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@@ -1109,7 +1107,8 @@ void TextureCubeGl::init(Filter filter, int maxAnisotropy) {
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*/
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*/
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexImage2D(target, 0, glCompressionFormat,
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glTexImage2D(target, 0, glCompressionFormat,
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currentPixmap->getW(), currentPixmap->getH(), 0,
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glFormat, GL_UNSIGNED_BYTE, pixels);
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glFormat, GL_UNSIGNED_BYTE, pixels);
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int error = glGetError();
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int error = glGetError();
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@@ -1120,7 +1119,7 @@ void TextureCubeGl::init(Filter filter, int maxAnisotropy) {
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currentPixmap->getW(), currentPixmap->getH(), 0,
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currentPixmap->getW(), currentPixmap->getH(), 0,
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glFormat, GL_UNSIGNED_BYTE, pixels);
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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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if(error2 == GL_NO_ERROR) {
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error = GL_NO_ERROR;
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error = GL_NO_ERROR;
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