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Implemented CELL_GCM_TEXTURE_D1R5G5B5
Same color issue as A1R5G5B5 though.
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@ -109,7 +109,6 @@ public:
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case CELL_GCM_TEXTURE_R5G6B5:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex.GetWidth(), tex.GetHeight(), 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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break;
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case CELL_GCM_TEXTURE_A8R8G8B8:
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@ -222,6 +221,15 @@ public:
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}
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break;
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case CELL_GCM_TEXTURE_D1R5G5B5:
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// TODO: Texture swizzling
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
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checkForGlError("GLTexture::Init() -> glTexParameteri");
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break;
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case CELL_GCM_TEXTURE_D8R8G8B8: // 8 bits of garbage and three unsigned 8-bit fixed-point numbers
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, pixels);
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