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togles: use original glCompressedTexture2D when gpu have DXT support
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@@ -472,7 +472,7 @@ CGLMBuffer::CGLMBuffer( GLMContext *pCtx, EGLMBufferType type, uint size, uint o
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m_bPseudo = true;
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#endif
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const char *szRenderer = gGL->glGetString(GL_VENDOR);
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const char *szRenderer = (const char*)gGL->glGetString(GL_VENDOR);
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// Msg("GL_VENDOR: %s\n", szRenderer);
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if( strcmp(szRenderer, "ARM") == 0 )
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