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Working upload of uncompressed RGB DDS images
If the DDS header does not have a FOURCC indicating compressed data, we make a lookup into another map which associates DDS bit depths (24 for RGB, 32 for RGBA) with OpenGL memory layouts (GL_RGB or GL_RGBA), and pass an additional parameter to setFormat() indicating that the image is uncompressed and should be uploaded with glTexImage2D rather than glCompressedTexImage2D. The vertexcolors_break_shading test map now renders correctly including the uncompressed DDS placeholder texture, which is in RGB8 (24 bit) format. No testing of RGBA8 textures so far.
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Matthew Mott
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Jul 15, 2020
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