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When saving textures if only one channel is visible, save as greyscale
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@@ -3399,6 +3399,17 @@ namespace renderdocui.Windows
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m_SaveDialog.saveData.id = m_TexDisplay.texid;
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m_SaveDialog.saveData.slice.sliceIndex = (int)m_TexDisplay.sliceFace;
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m_SaveDialog.saveData.mip = (int)m_TexDisplay.mip;
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m_SaveDialog.saveData.channelExtract = -1;
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if (m_TexDisplay.Red && !m_TexDisplay.Green && !m_TexDisplay.Blue && !m_TexDisplay.Alpha)
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m_SaveDialog.saveData.channelExtract = 0;
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if (!m_TexDisplay.Red && m_TexDisplay.Green && !m_TexDisplay.Blue && !m_TexDisplay.Alpha)
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m_SaveDialog.saveData.channelExtract = 1;
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if (!m_TexDisplay.Red && !m_TexDisplay.Green && m_TexDisplay.Blue && !m_TexDisplay.Alpha)
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m_SaveDialog.saveData.channelExtract = 2;
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if (!m_TexDisplay.Red && !m_TexDisplay.Green && !m_TexDisplay.Blue && m_TexDisplay.Alpha)
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m_SaveDialog.saveData.channelExtract = 3;
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m_SaveDialog.saveData.comp.blackPoint = m_TexDisplay.rangemin;
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m_SaveDialog.saveData.comp.whitePoint = m_TexDisplay.rangemax;
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m_SaveDialog.saveData.alphaCol = m_TexDisplay.lightBackgroundColour;
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