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@@ -70,22 +70,22 @@ var KhronosTextureContainer = ( function () {
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// load the reset of the header in native 32 bit uint
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var dataSize = Uint32Array.BYTES_PER_ELEMENT;
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- var headerDataView = new DataView(this.arrayBuffer, 12, 13 * dataSize);
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- var endianness = headerDataView.getUint32(0, true);
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+ var headerDataView = new DataView( this.arrayBuffer, 12, 13 * dataSize );
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+ var endianness = headerDataView.getUint32( 0, true );
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var littleEndian = endianness === 0x04030201;
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- this.glType = headerDataView.getUint32(1 * dataSize, littleEndian); // must be 0 for compressed textures
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- this.glTypeSize = headerDataView.getUint32(2 * dataSize, littleEndian); // must be 1 for compressed textures
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- this.glFormat = headerDataView.getUint32(3 * dataSize, littleEndian); // must be 0 for compressed textures
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- this.glInternalFormat = headerDataView.getUint32(4 * dataSize, littleEndian); // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
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- this.glBaseInternalFormat = headerDataView.getUint32(5 * dataSize, littleEndian); // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
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- this.pixelWidth = headerDataView.getUint32(6 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
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- this.pixelHeight = headerDataView.getUint32(7 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
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- this.pixelDepth = headerDataView.getUint32(8 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
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- this.numberOfArrayElements = headerDataView.getUint32(9 * dataSize, littleEndian); // used for texture arrays
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- this.numberOfFaces = headerDataView.getUint32(10 * dataSize, littleEndian); // used for cubemap textures, should either be 1 or 6
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- this.numberOfMipmapLevels = headerDataView.getUint32(11 * dataSize, littleEndian); // number of levels; disregard possibility of 0 for compressed textures
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- this.bytesOfKeyValueData = headerDataView.getUint32(12 * dataSize, littleEndian); // the amount of space after the header for meta-data
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+ this.glType = headerDataView.getUint32( 1 * dataSize, littleEndian ); // must be 0 for compressed textures
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+ this.glTypeSize = headerDataView.getUint32( 2 * dataSize, littleEndian ); // must be 1 for compressed textures
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+ this.glFormat = headerDataView.getUint32( 3 * dataSize, littleEndian ); // must be 0 for compressed textures
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+ this.glInternalFormat = headerDataView.getUint32( 4 * dataSize, littleEndian ); // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
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+ this.glBaseInternalFormat = headerDataView.getUint32( 5 * dataSize, littleEndian ); // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
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+ this.pixelWidth = headerDataView.getUint32( 6 * dataSize, littleEndian ); // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
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+ this.pixelHeight = headerDataView.getUint32( 7 * dataSize, littleEndian ); // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
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+ this.pixelDepth = headerDataView.getUint32( 8 * dataSize, littleEndian ); // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
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+ this.numberOfArrayElements = headerDataView.getUint32( 9 * dataSize, littleEndian ); // used for texture arrays
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+ this.numberOfFaces = headerDataView.getUint32( 10 * dataSize, littleEndian ); // used for cubemap textures, should either be 1 or 6
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+ this.numberOfMipmapLevels = headerDataView.getUint32( 11 * dataSize, littleEndian ); // number of levels; disregard possibility of 0 for compressed textures
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+ this.bytesOfKeyValueData = headerDataView.getUint32( 12 * dataSize, littleEndian ); // the amount of space after the header for meta-data
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// Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
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if ( this.glType !== 0 ) {
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