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Create internal format as GL_RG8 for LUMINANCE_ALPHA. Closes #1599
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@@ -2629,8 +2629,12 @@ void APIENTRY _glGetTexImage(GLenum target, GLint level, GLenum format, GLenum t
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RDCDEBUG("Doing manual blit from %s to allow readback", ToStr(format).c_str());
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GLenum remapformat = eGL_RED;
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GLenum internalformat = eGL_R8;
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if(format == eGL_LUMINANCE_ALPHA)
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{
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remapformat = eGL_RG;
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internalformat = eGL_RG8;
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}
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GLint baseLevel = 0;
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GLint maxLevel = 0;
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@@ -2648,7 +2652,8 @@ void APIENTRY _glGetTexImage(GLenum target, GLint level, GLenum format, GLenum t
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// allocate the R8 texture
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GL.glTexParameteri(target, eGL_TEXTURE_MAX_LEVEL, 0);
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GL.glTexImage2D(target, 0, eGL_R8, width, height, 0, remapformat, eGL_UNSIGNED_BYTE, NULL);
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GL.glTexImage2D(target, 0, internalformat, width, height, 0, remapformat, eGL_UNSIGNED_BYTE,
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NULL);
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// render to it
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GL.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, target, readtex, 0);
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