* ARGB8 and BGRA8 formats now support sRGB -> linear conversion if sRGB pipeline is used, previously they were ignored. * All float and half float formats are considered supported if we either support OpenGL 3 or ARB float texture. * Cleanup TextureUtil a bit by removing constant references from ARBHalfFloatPixel, ARBTextureFloat, EXTPackedFloat, EXTTextureSharedExponent and EXTTextureSRGB to GL21 and GL30 classes (which are identical anyway). * Check if we support sRGB textures before choosing sRGB format (although this check should have been done earlier? not sure..)