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@@ -64,24 +64,24 @@ class TextureUtil {
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static {
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// Alpha formats
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setFormat(Format.Alpha8, GL11.GL_ALPHA8, GL11.GL_ALPHA, GL11.GL_UNSIGNED_BYTE, false);
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- setFormat(Format.Alpha16, GL11.GL_ALPHA16, GL11.GL_ALPHA, GL11.GL_UNSIGNED_BYTE, false);
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+ setFormat(Format.Alpha16, GL11.GL_ALPHA16, GL11.GL_ALPHA, GL11.GL_UNSIGNED_SHORT, false);
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// Luminance formats
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setFormat(Format.Luminance8, GL11.GL_LUMINANCE8, GL11.GL_LUMINANCE, GL11.GL_UNSIGNED_BYTE, false);
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- setFormat(Format.Luminance16, GL11.GL_LUMINANCE16, GL11.GL_LUMINANCE, GL11.GL_UNSIGNED_BYTE, false);
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- setFormat(Format.Luminance16F, ARBTextureFloat.GL_LUMINANCE16F_ARB, GL11.GL_LUMINANCE, GL11.GL_UNSIGNED_BYTE, false);
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- setFormat(Format.Luminance32F, ARBTextureFloat.GL_LUMINANCE32F_ARB, GL11.GL_LUMINANCE, GL11.GL_UNSIGNED_BYTE, false);
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+ setFormat(Format.Luminance16, GL11.GL_LUMINANCE16, GL11.GL_LUMINANCE, GL11.GL_UNSIGNED_SHORT, false);
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+ setFormat(Format.Luminance16F, ARBTextureFloat.GL_LUMINANCE16F_ARB, GL11.GL_LUMINANCE, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB, false);
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+ setFormat(Format.Luminance32F, ARBTextureFloat.GL_LUMINANCE32F_ARB, GL11.GL_LUMINANCE, GL11.GL_FLOAT, false);
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// Luminance alpha formats
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setFormat(Format.Luminance8Alpha8, GL11.GL_LUMINANCE8_ALPHA8, GL11.GL_LUMINANCE_ALPHA, GL11.GL_UNSIGNED_BYTE, false);
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- setFormat(Format.Luminance16Alpha16, GL11.GL_LUMINANCE16_ALPHA16, GL11.GL_LUMINANCE_ALPHA, GL11.GL_UNSIGNED_BYTE, false);
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- setFormat(Format.Luminance16FAlpha16F, ARBTextureFloat.GL_LUMINANCE_ALPHA16F_ARB, GL11.GL_LUMINANCE_ALPHA, GL11.GL_UNSIGNED_BYTE, false);
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+ setFormat(Format.Luminance16Alpha16, GL11.GL_LUMINANCE16_ALPHA16, GL11.GL_LUMINANCE_ALPHA, GL11.GL_UNSIGNED_SHORT, false);
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+ setFormat(Format.Luminance16FAlpha16F, ARBTextureFloat.GL_LUMINANCE_ALPHA16F_ARB, GL11.GL_LUMINANCE_ALPHA, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB, false);
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// Depth formats
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setFormat(Format.Depth, GL11.GL_DEPTH_COMPONENT, GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_BYTE, false);
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- setFormat(Format.Depth16, GL14.GL_DEPTH_COMPONENT16, GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_BYTE, false);
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- setFormat(Format.Depth24, GL14.GL_DEPTH_COMPONENT24, GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_BYTE, false);
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- setFormat(Format.Depth32, GL14.GL_DEPTH_COMPONENT32, GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_BYTE, false);
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+ setFormat(Format.Depth16, GL14.GL_DEPTH_COMPONENT16, GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_SHORT, false);
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+ setFormat(Format.Depth24, GL14.GL_DEPTH_COMPONENT24, GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_INT, false);
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+ setFormat(Format.Depth32, GL14.GL_DEPTH_COMPONENT32, GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_INT, false);
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setFormat(Format.Depth32F, GL30.GL_DEPTH_COMPONENT32F, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, false);
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// Depth stencil formats
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@@ -90,8 +90,8 @@ class TextureUtil {
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// RGB formats
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setFormat(Format.BGR8, GL11.GL_RGB8, EXTBgra.GL_BGR_EXT, GL11.GL_UNSIGNED_BYTE, false);
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setFormat(Format.RGB8, GL11.GL_RGB8, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, false);
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- setFormat(Format.RGB10, GL11.GL_RGB10, GL11.GL_RGB, GL12.GL_UNSIGNED_INT_10_10_10_2, false);
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- setFormat(Format.RGB16, GL11.GL_RGB16, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, false); // might be incorrect
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+// setFormat(Format.RGB10, GL11.GL_RGB10, GL11.GL_RGB, GL12.GL_UNSIGNED_INT_10_10_10_2, false);
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+ setFormat(Format.RGB16, GL11.GL_RGB16, GL11.GL_RGB, GL11.GL_UNSIGNED_SHORT, false);
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setFormat(Format.RGB16F, ARBTextureFloat.GL_RGB16F_ARB, GL11.GL_RGB, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB, false);
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setFormat(Format.RGB32F, ARBTextureFloat.GL_RGB32F_ARB, GL11.GL_RGB, GL11.GL_FLOAT, false);
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@@ -99,13 +99,14 @@ class TextureUtil {
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setFormat(Format.RGB111110F, EXTPackedFloat.GL_R11F_G11F_B10F_EXT, GL11.GL_RGB, EXTPackedFloat.GL_UNSIGNED_INT_10F_11F_11F_REV_EXT, false);
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setFormat(Format.RGB9E5, EXTTextureSharedExponent.GL_RGB9_E5_EXT, GL11.GL_RGB, EXTTextureSharedExponent.GL_UNSIGNED_INT_5_9_9_9_REV_EXT, false);
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setFormat(Format.RGB16F_to_RGB111110F, EXTPackedFloat.GL_R11F_G11F_B10F_EXT, GL11.GL_RGB, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB, false);
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- setFormat(Format.RGB16F_to_RGB111110F, EXTTextureSharedExponent.GL_RGB9_E5_EXT, GL11.GL_RGB, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB, false);
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+ setFormat(Format.RGB16F_to_RGB9E5, EXTTextureSharedExponent.GL_RGB9_E5_EXT, GL11.GL_RGB, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB, false);
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// RGBA formats
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setFormat(Format.ABGR8, GL11.GL_RGBA8, EXTAbgr.GL_ABGR_EXT, GL11.GL_UNSIGNED_BYTE, false);
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- setFormat(Format.RGB5A1, GL11.GL_RGB5_A1, GL11.GL_RGBA, GL12.GL_UNSIGNED_SHORT_5_5_5_1, false);
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+ setFormat(Format.RGB5A1, GL11.GL_RGB5_A1, GL11.GL_RGBA, GL12.GL_UNSIGNED_SHORT_5_5_5_1, false);
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+ setFormat(Format.ARGB4444, GL11.GL_RGBA4, EXTAbgr.GL_ABGR_EXT, GL12.GL_UNSIGNED_SHORT_4_4_4_4, false);
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setFormat(Format.RGBA8, GL11.GL_RGBA8, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, false);
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- setFormat(Format.RGBA16, GL11.GL_RGBA16, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, false); // might be incorrect
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+ setFormat(Format.RGBA16, GL11.GL_RGBA16, GL11.GL_RGBA, GL11.GL_UNSIGNED_SHORT, false); // might be incorrect
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setFormat(Format.RGBA16F, ARBTextureFloat.GL_RGBA16F_ARB, GL11.GL_RGBA, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB, false);
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setFormat(Format.RGBA32F, ARBTextureFloat.GL_RGBA32F_ARB, GL11.GL_RGBA, GL11.GL_FLOAT, false);
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