Add support for ECF_D24 texture format
and prefer it over D32 for our depth buffer, this can have performance benefits
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@@ -77,6 +77,9 @@ enum ECOLOR_FORMAT
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//! 16 bit format using 16 bits for depth.
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ECF_D16,
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//! 32 bit(?) format using 24 bits for depth.
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ECF_D24,
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//! 32 bit format using 32 bits for depth.
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ECF_D32,
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@@ -104,6 +107,7 @@ const c8 *const ColorFormatNames[ECF_UNKNOWN + 2] = {
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"R16",
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"R16G16",
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"D16",
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"D24",
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"D32",
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"D24S8",
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"UNKNOWN",
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