Fixed comment
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@ -688,7 +688,7 @@ static TextureConversionFunc _determineConversion(GLint internalFormat, GLenum f
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switch(internalFormat) {
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switch(internalFormat) {
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case GL_ALPHA: {
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case GL_ALPHA: {
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if(format == GL_ALPHA) {
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if(format == GL_ALPHA) {
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/* Dreamcast doesn't really support GL_RED internally, so store as argb with each rgb value as white */
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/* Dreamcast doesn't really support GL_ALPHA internally, so store as argb with each rgb value as white */
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return _alpha8_to_argb4444;
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return _alpha8_to_argb4444;
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} else if(type == GL_UNSIGNED_BYTE && format == GL_RGBA) {
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} else if(type == GL_UNSIGNED_BYTE && format == GL_RGBA) {
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return _rgba8888_to_a000;
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return _rgba8888_to_a000;
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