glActiveTexture(GL_TEXTURE0);
glGenTextures(m_screenTextureCount, m_screenTexture);
configureTexture(0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, m_frameWidth, m_frameHeight, 0,
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, m_frameWidth, m_frameHeight, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, NULL);
checkError("RGB32 shader");
break;
glActiveTexture(GL_TEXTURE0);
glGenTextures(m_screenTextureCount, m_screenTexture);
configureTexture(0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, m_frameWidth, m_frameHeight, 0,
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, m_frameWidth, m_frameHeight, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, NULL);
checkError("BGR32 shader");
break;