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Correct internal format for DepthBufferToRDRAM color texture.
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@ -1040,7 +1040,7 @@ void DepthBufferToRDRAM::Init()
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textureCache().addFrameBufferTextureSize(m_pDepthTexture->textureBytes);
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textureCache().addFrameBufferTextureSize(m_pDepthTexture->textureBytes);
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glBindTexture( GL_TEXTURE_2D, m_pColorTexture->glName );
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glBindTexture( GL_TEXTURE_2D, m_pColorTexture->glName );
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_pColorTexture->realWidth, m_pColorTexture->realHeight, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, m_pColorTexture->realWidth, m_pColorTexture->realHeight, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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