From Sherman Wilcox, "I modified texturerectangle.cpp to address this issue. I used a DXT5 DDS
file to test the change."
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@ -294,12 +294,21 @@ void TextureRectangle::applyTexImage_load(GLenum target, Image* image, State& st
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pbo = 0;
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}
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// UH: ignoring compressed for now.
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if(isCompressedInternalFormat(_internalFormat) && extensions->isCompressedTexImage2DSupported())
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{
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extensions->glCompressedTexImage2D(target, 0, _internalFormat,
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image->s(), image->t(), 0,
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image->getImageSizeInBytes(),
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image->data() - dataMinusOffset + dataPlusOffset);
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}
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else
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{
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glTexImage2D(target, 0, _internalFormat,
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image->s(), image->t(), 0,
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(GLenum)image->getPixelFormat(),
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(GLenum)image->getDataType(),
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image->data() - dataMinusOffset + dataPlusOffset );
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}
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if (pbo)
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