Hi, > What shall I do, just change the behaviour back to GL_RGB which works? > Second the issue likely appears for some other formats which Oliver > changed. I've seen the same issues with 16 bit games. My current solution is to switch to GL_RGB, but I doubt that this is correct. There are a lot of strange RGB<->BGR conversions, depending on the color depth.
I think we should check this against all D3D formats. I've not fully understood the texture loading code, but I think that Oliver might be right with GL_BGR, and the bug might be somwhere else.
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