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PVRTC1 apparently always use wrap addressing when fetching the adjacent block colors (even when clamp texture addressing is being used), so we don't need the wrap vs. clamp option anymore. It's always wrap and that's that.
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@@ -1042,7 +1042,7 @@ namespace basisu
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return true;
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}
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bool gpu_image::unpack(image& img, bool pvrtc_wrap_addressing) const
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bool gpu_image::unpack(image& img) const
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{
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img.resize(get_pixel_width(), get_pixel_height());
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img.set_all(g_black_color);
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@@ -1052,7 +1052,7 @@ namespace basisu
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if ((m_fmt == texture_format::cPVRTC1_4_RGB) || (m_fmt == texture_format::cPVRTC1_4_RGBA))
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{
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pvrtc4_image pi(m_width, m_height, pvrtc_wrap_addressing);
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pvrtc4_image pi(m_width, m_height);
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if (get_total_blocks() != pi.get_total_blocks())
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return false;
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