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Use RGBA format for the textures that are attached to a framebuffer - #28

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zdobersek merged 3 commits into
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wpe93
Mar 2, 2016
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Use RGBA format for the textures that are attached to a framebuffer#28
zdobersek merged 3 commits into
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wpe93

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@magomez

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}

BitmapTextureGL::BitmapTextureGL(PassRefPtr<GraphicsContext3D> context3D)
BitmapTextureGL::BitmapTextureGL(PassRefPtr<GraphicsContext3D> context3D, const Flags flags)

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No need for the indentation.

Add a new flag to indicate that the texture is going to be used as a
framebuffer attachment, so it has to always use RGBA format.
…tures
To avoid format conversions between RGBA and BGRA, BitmapTexturePool keeps two
lists of BitmapTextures. The new list keeps those BitmapTextures that have been
used as framebuffer attachments.
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@magomez@zdobersek