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graphicsdriver/opengl: Use GL_RGBA8 as the internal format at glTexImage2D
Related: #810
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@ -145,7 +145,7 @@ func (c *context) newTexture(width, height int) (textureNative, error) {
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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// If data is nil, this just allocates memory and the content is undefined.
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// If data is nil, this just allocates memory and the content is undefined.
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// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtml
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// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtml
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
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return nil
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return nil
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})
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})
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return texture, nil
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return texture, nil
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@ -172,6 +172,8 @@ func (c *context) newTexture(width, height int) (textureNative, error) {
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// In Ebiten, textures are filled with pixels laster by the filter that ignores destination, so it is fine
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// In Ebiten, textures are filled with pixels laster by the filter that ignores destination, so it is fine
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// to leave textures as uninitialized here. Rather, extra memory allocating for initialization should be
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// to leave textures as uninitialized here. Rather, extra memory allocating for initialization should be
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// avoided.
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// avoided.
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// gl.RGBA8 is available as of WebGL 2.
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gl.Call("texImage2D", texture2d, 0, rgba, width, height, 0, rgba, unsignedByte, nil)
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gl.Call("texImage2D", texture2d, 0, rgba, width, height, 0, rgba, unsignedByte, nil)
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return textureNative(t), nil
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return textureNative(t), nil
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@ -130,7 +130,7 @@ func (c *context) newTexture(width, height int) (textureNative, error) {
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MIN_FILTER, mgl.NEAREST)
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MIN_FILTER, mgl.NEAREST)
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_WRAP_S, mgl.CLAMP_TO_EDGE)
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_WRAP_S, mgl.CLAMP_TO_EDGE)
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_WRAP_T, mgl.CLAMP_TO_EDGE)
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_WRAP_T, mgl.CLAMP_TO_EDGE)
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gl.TexImage2D(mgl.TEXTURE_2D, 0, mgl.RGBA, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, nil)
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gl.TexImage2D(mgl.TEXTURE_2D, 0, mgl.RGBA8, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, nil)
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return textureNative(t), nil
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return textureNative(t), nil
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}
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}
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