Fixup texture compression.
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@@ -85,7 +85,7 @@ void LLRenderTarget::resize(U32 resx, U32 resy)
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for (U32 i = 0; i < mTex.size(); ++i)
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{ //resize color attachments
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gGL.getTexUnit(0)->bindManual(mUsage, mTex[i]);
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LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, mInternalFormat[i], mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL, false);
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LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, mInternalFormat[i], mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE);
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sBytesAllocated += pix_diff*4;
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}
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@@ -103,9 +103,9 @@ void LLRenderTarget::resize(U32 resx, U32 resy)
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gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
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U32 internal_type = LLTexUnit::getInternalType(mUsage);
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if(!mStencil)
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
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else
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH24_STENCIL8, mResX, mResY, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL, false);
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH24_STENCIL8, mResX, mResY, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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}
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sBytesAllocated += pix_diff*4;
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@@ -204,7 +204,7 @@ bool LLRenderTarget::addColorAttachment(U32 color_fmt)
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{
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clear_glerror();
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LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL, false);
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LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE);
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if (glGetError() != GL_NO_ERROR)
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{
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LL_WARNS() << "Could not allocate color buffer for render target." << LL_ENDL;
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@@ -281,9 +281,9 @@ bool LLRenderTarget::allocateDepth()
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stop_glerror();
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clear_glerror();
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if(!mStencil)
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
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else
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH24_STENCIL8, mResX, mResY, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL, false);
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH24_STENCIL8, mResX, mResY, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
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}
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