// is present store in RGB instead of RGBA, this saves a few bytes
// of memory, but much more importantly it makes the game look
// *much* better in 16bit color mode
- int internal_format = GL_RGBA/*GL_RGB10_A2*/;
+ int internal_format = GL_RGBA;
bool has_alpha = false;
unsigned char* buf = static_cast<unsigned char*>(conv->pixels);