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force BC3 instead of BC1a compression for alpha textures
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@ -493,6 +493,10 @@ gpu::TexturePointer TextureUsage::process2DTextureColorFromImage(const QImage& s
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if (validAlpha) {
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if (validAlpha) {
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processTextureAlpha(image, validAlpha, alphaAsMask);
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processTextureAlpha(image, validAlpha, alphaAsMask);
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// NOTE: This disables BC1a compression becuase it was producing odd artifacts on text textures
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// for the tutorial. Instead we use BC3 (which is larger) but doesn't produce the same artifacts).
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alphaAsMask = false;
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}
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}
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gpu::TexturePointer theTexture = nullptr;
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gpu::TexturePointer theTexture = nullptr;
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