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gl2shim: workaround empty rgb5/rgb8 textures
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@ -1014,7 +1014,7 @@ static void APIENTRY GL2_TexImage2D( GLenum target, GLint level, GLint internalf
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}
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}
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internalformat = format;
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internalformat = format;
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}
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}
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if( internalformat == GL_LUMINANCE8_ALPHA8 || internalformat == GL_RGB )
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if( internalformat == GL_LUMINANCE8_ALPHA8 || internalformat == GL_RGB || internalformat == GL_RGB8 || internalformat == GL_RGB5 )
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internalformat = GL_RGBA;
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internalformat = GL_RGBA;
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rpglTexImage2D( target, level, internalformat, width, height, border, format, type, data );
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rpglTexImage2D( target, level, internalformat, width, height, border, format, type, data );
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if( data != pixels )
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if( data != pixels )
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