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- changed default texture compression to non st3 for now
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@@ -49,12 +49,12 @@ GLint toCompressionFormatGl(GLint format) {
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return GL_COMPRESSED_LUMINANCE;
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case GL_RGB:
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case GL_RGB8:
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//return GL_COMPRESSED_RGB;
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return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
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return GL_COMPRESSED_RGB;
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//return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
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case GL_RGBA:
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case GL_RGBA8:
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//return GL_COMPRESSED_RGBA;
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return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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return GL_COMPRESSED_RGBA;
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//return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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case GL_ALPHA:
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case GL_ALPHA8:
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return GL_COMPRESSED_ALPHA;
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