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possible bug: glTexImage2D with GL_COMPRESSED_RGBA

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glHint(GL_TEXTURE_COMPRESSION_HINT, GL_NICEST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA , pixelWidth, pixelHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);

 

creates corrupt data for non quadratic textures.

 

This is a nasty bug because the deactivation of compression has an impact on render-speed.


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