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gl_type_cache is used mainly for texture to image conversion need to be adjusted for when HDR format is activated
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@ -1030,10 +1030,8 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
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if (texture->compressed) {
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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glGetCompressedTexImage(texture->target, i, &w[ofs]);
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} else {
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &w[ofs]);
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}
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}
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@ -2123,7 +2121,7 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
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texture->layers = 1;
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}
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texture->gl_format_cache = rt->color_format;
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texture->gl_type_cache = GL_UNSIGNED_BYTE;
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texture->gl_type_cache = !rt->hdr ? GL_UNSIGNED_BYTE : GL_FLOAT; // to set HDR format size to 8 and keep 4 for LDR format
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texture->gl_internal_format_cache = rt->color_internal_format;
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texture->tex_id = rt->color;
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texture->width = rt->size.x;
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