#ifdefs for option GL texture compression constants - should fix Windows as well as Mac
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@@ -236,24 +236,30 @@ ModelRegistry::readImage(const string& fileName,
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// GL_EXT_texture_compression_s3tc
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// patented, no way to decompress these
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#if defined(GL_COMPRESSED_RGB_S3TC_DXT1_EXT)
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case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
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case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
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case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
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case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
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#endif
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#if defined(GL_COMPRESSED_SRGB_S3TC_DXT1_EXT)
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// GL_EXT_texture_sRGB
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// patented, no way to decompress these
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case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
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case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
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case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
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case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
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#endif
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#if defined(GL_COMPRESSED_RGB_FXT1_3DFX)
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// GL_TDFX_texture_compression_FXT1
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// can decompress these in software but
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// no code present in simgear.
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case GL_COMPRESSED_RGB_FXT1_3DFX:
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case GL_COMPRESSED_RGBA_FXT1_3DFX:
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#endif
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// GL_EXT_texture_compression_rgtc
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// can decompress these in software but
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// no code present in simgear.
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