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https://github.com/BinomialLLC/basis_universal.git
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changing the GL base internal format for BC6H to be RGB not RGBA
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@@ -1527,13 +1527,13 @@ namespace basisu
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case texture_format::cBC6HSigned:
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{
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internal_fmt = KTX_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
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base_internal_fmt = KTX_RGBA;
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base_internal_fmt = KTX_RGB;
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break;
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}
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case texture_format::cBC6HUnsigned:
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{
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internal_fmt = KTX_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
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base_internal_fmt = KTX_RGBA;
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base_internal_fmt = KTX_RGB;
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break;
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}
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case texture_format::cBC7:
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@@ -1556,8 +1556,8 @@ namespace basisu
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case texture_format::cASTC_HDR_6x6:
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{
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internal_fmt = KTX_COMPRESSED_RGBA_ASTC_6x6_KHR;
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// TODO: should we write RGB? We don't support generating HDR 6x6 with alpha.
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base_internal_fmt = KTX_RGBA;
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// RGBA is correct: ASTC HDR can have alpha, and the RGBA ASTC token's base format is RGBA.
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base_internal_fmt = KTX_RGBA;
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break;
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}
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// We use different enums for HDR vs. LDR ASTC, but internally they are both just ASTC.
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