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https://github.com/MobileGL-Dev/MobileGL
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[Misc] (Texture): Start to support GL_DEPTH_COMPONENT32...
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@@ -131,9 +131,9 @@ namespace MG_Constants {
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GL_RGB32F, GL_RGB32I, GL_RGB32UI, GL_RGB16_SNORM, GL_RGB16F, GL_RGB16I, GL_RGB16UI,
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GL_RGB16, GL_RGB8_SNORM, GL_RGB8, GL_RGB8I, GL_RGB8UI, GL_SRGB8, GL_RGB9_E5,
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GL_RG16_SNORM, GL_RG8_SNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2,
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GL_R16_SNORM, GL_R8_SNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1,
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GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT16, GL_DEPTH32F_STENCIL8,
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GL_DEPTH24_STENCIL8
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GL_R16_SNORM, GL_R8_SNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1,
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GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT16,
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GL_DEPTH32F_STENCIL8, GL_DEPTH24_STENCIL8
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}; // OpenGL 3
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inline const std::unordered_set<GLenum> VALID_TYPES = {
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