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GL: Add Y16_X16 tex format (untested.)
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@ -266,6 +266,16 @@ public:
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}
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break;
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case CELL_GCM_TEXTURE_Y16_X16: // A 16-bit fixed-point number
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.GetWidth(), tex.GetHeight(), 0, GL_RG, GL_SHORT, pixels);
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checkForGlError("GLTexture::Init() -> glTexImage2D");
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static const GLint swizzleMaskX32_Y16_X16[] = { GL_GREEN, GL_RED, GL_GREEN, GL_RED };
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glRemap = swizzleMaskX32_Y16_X16;
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}
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break;
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case CELL_GCM_TEXTURE_R5G5B5A1:
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
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checkForGlError("GLTexture::Init() -> glPixelStorei");
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