Fixed warning when trying to find a srgb format for a Depth format.
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@ -90,9 +90,11 @@ final class TextureUtil {
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}
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public GLImageFormat getImageFormatWithError(Format fmt, boolean isSrgb) {
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//if the passed format is one kind of depth there isno point in getting the srgb format;
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isSrgb = isSrgb && fmt != Format.Depth && fmt != Format.Depth16 && fmt != Format.Depth24 && fmt != Format.Depth24Stencil8 && fmt != Format.Depth32 && fmt != Format.Depth32F;
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GLImageFormat glFmt = getImageFormat(fmt, isSrgb);
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if (glFmt == null && isSrgb) {
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glFmt = getImageFormat(fmt, false);
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glFmt = getImageFormat(fmt, false);
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logger.log(Level.WARNING, "No sRGB format available for ''{0}''. Failling back to linear.", fmt);
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}
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if (glFmt == null) {
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