Added so that mipmaps can have diferant formats. Bloom also uses RGB8 on all texture now
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@@ -24,12 +24,12 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
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}
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void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
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void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps)
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{
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glDeleteTextures(1, texture);
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
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glTexStorage2D(GL_TEXTURE_2D, numMipMaps, internalFormat, dimensions.x, dimensions.y);
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//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, NULL);
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GLERROR("MipMap Texture glTexSubImage2D failed");
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glGenerateMipmap(GL_TEXTURE_2D);
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