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Texture format info: Invert R and B in RGBA4 (#2878)
* texture format info: Invert R and B in RGBA4 d3d9: Revert06c08adc9eto force software conversion because the format doesn't exist d3d11: Force software conversion because the format doesn't exist gl: Revert3e3e655262to swizzle R and B mtl: Swizzle channels * metal: Remove explicit conversion of RGBA4 and RGB5A1 in osx * metal: Set alpha bit to correct end of short
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@@ -288,7 +288,7 @@ namespace bgfx { namespace gl
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{ GL_RGBA32UI, GL_ZERO, RGBA_INTEGER, GL_RGBA_INTEGER, GL_UNSIGNED_INT, false, { $_, $_, $_, $_ } }, // RGBA32U
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{ GL_RGBA32F, GL_ZERO, GL_RGBA, GL_RGBA, GL_FLOAT, false, { $_, $_, $_, $_ } }, // RGBA32F
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{ GL_RGB565, GL_ZERO, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, false, { $_, $_, $_, $_ } }, // R5G6B5
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{ GL_RGBA4, GL_ZERO, GL_BGRA, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, false, { $_, $_, $_, $_ } }, // RGBA4
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{ GL_RGBA4, GL_ZERO, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4_REV, false, { $_, $_, $_, $_ } }, // RGBA4
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{ GL_RGB5_A1, GL_ZERO, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, false, { $_, $_, $_, $_ } }, // RGB5A1
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{ GL_RGB10_A2, GL_ZERO, GL_RGBA, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, false, { $_, $_, $_, $_ } }, // RGB10A2
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{ GL_R11F_G11F_B10F, GL_ZERO, GL_RGB, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, false, { $_, $_, $_, $_ } }, // RG11B10F
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