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REVIEWED: rlLoadTextureDepth(), address inconsistencies with WebGL 2.0 for sized depth formats #5500
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@ -3432,6 +3432,13 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
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else glInternalFormat = GL_DEPTH_COMPONENT16;
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}
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES3)
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// NOTE: This sized internal format should also work for WebGL 2.0
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// WARNING: Specification only allows GL_DEPTH_COMPONENT32F for GL_FLOAT type
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// REF: https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
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if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24;
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else glInternalFormat = GL_DEPTH_COMPONENT16;
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#endif
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if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
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{
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