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8950c0dc96
For MemoryTexture, this is a simple change. For GLTexture, we need to query the format at texture creation. This sounds like a bad idea and extra work until one realizes that we'd need to do that anyway when using the texure the first time - either when downloading, or when trying to use it in a rendernode, where we will soon need that information to determine if the texture prefers high depth. |
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gdkjpeg.c | ||
gdkjpegprivate.h | ||
gdkpng.c | ||
gdkpngprivate.h | ||
gdktiff.c | ||
gdktiffprivate.h |