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MYST3: Fixed tglTexImage2D calls in software renderer
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@ -41,7 +41,7 @@ TinyGLTexture::TinyGLTexture(const Graphics::Surface *surface) {
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tglGenTextures(1, &id);
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tglBindTexture(TGL_TEXTURE_2D, id);
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tglTexImage2D(TGL_TEXTURE_2D, 0, 3, width, height, 0, internalFormat, sourceFormat, nullptr);
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tglTexImage2D(TGL_TEXTURE_2D, 0, internalFormat, width, height, 0, internalFormat, sourceFormat, nullptr);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_LINEAR);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_LINEAR);
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@ -60,7 +60,7 @@ TinyGLTexture::~TinyGLTexture() {
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void TinyGLTexture::update(const Graphics::Surface *surface) {
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tglBindTexture(TGL_TEXTURE_2D, id);
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tglTexImage2D(TGL_TEXTURE_2D, 0, 3, width, height, 0,
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tglTexImage2D(TGL_TEXTURE_2D, 0, internalFormat, width, height, 0,
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internalFormat, sourceFormat, const_cast<void *>(surface->getPixels())); // TESTME: Not sure if it works.
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Graphics::tglUploadBlitImage(_blitImage, *surface, 0, false);
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}
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