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- Change the remaining FBO attachments that I missed the last time to use RGBA8 internal format. - Fix picky ancient drivers that won't accept GL_RED as a texture internal format. It has been changed to GL_LUMINANCE. - Fix picky ES drivers that demand that the external format used in both glTexImage2D() and glTexSubImage2D() are exactly the same. - OpenGL ES doesn't support GL_UNSIGNED_SHORT_1_5_5_5_REV for texture data, and GL_UNSIGNED_SHORT_5_5_5_1 is incompatible with our data. So instead, all 16-bit data will be converted to 32-bit LE before uploading it via the textures, and such ES textures will now take GL_UNSIGNED_BYTE format. - Remove the #include for EGL/egl.h in OGLRender.h, since EGL shouldn't exist at this level of the code stack.
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