Added proper handling of 3d texture compression
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@@ -448,7 +448,7 @@ void Image::readImageFromCurrentTexture(unsigned int contextID, bool copyMipMaps
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED_ARB,&compressed);
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}
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}
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else if (textureMode==GL_TEXTURE_2D)
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else if (textureMode==GL_TEXTURE_3D)
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{
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if (extensions3D->isCompressedTexImage3DSupported())
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{
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