Handle skybox texture compression.
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@@ -1315,7 +1315,10 @@ void IrrDriver::generateSkyboxCubemap()
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image->drop();
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glBindTexture(GL_TEXTURE_CUBE_MAP, SkyboxCubeMap);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_COMPRESSED_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
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if (UserConfigParams::m_texture_compression)
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_COMPRESSED_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
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else
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
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}
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testSH(rgba, w, h, blueSHCoeff, greenSHCoeff, redSHCoeff);
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