@@ -448,7 +448,7 @@ public override void ReloadRenderState(BfresMeshAsset mesh)
448448 mesh . Pass = Pass . TRANSPARENT ;
449449
450450 //Materials that sample the game framebuffer (gsys_enable_color_buffer=1)
451- //must render in the transparent pass so the pipeline can capture the
451+ //must render in the transparent pass so the pipeline can capture the
452452 //framebuffer between passes.
453453 bool usesFramebuffer =
454454 ( mat . ShaderOptions . TryGetValue ( "gsys_enable_color_buffer" , out string ecb ) && ecb == "1" ) ;
@@ -967,9 +967,9 @@ public static void InitTextures()
967967 if ( WhiteTexture != null )
968968 return ;
969969
970- WhiteTexture = GLTexture2D . FromBitmap ( Resources . white ) ;
971- BlackTexture = GLTexture2D . FromBitmap ( Resources . black ) ;
972- WhiteArrayTexture = GLTexture2DArray . FromBitmap ( Resources . white ) ;
970+ WhiteTexture = GLTexture2D . FromRgba ( new byte [ ] { 255 , 255 , 255 , 255 } , 1 , 1 ) ;
971+ BlackTexture = GLTexture2D . FromRgba ( new byte [ ] { 0 , 0 , 0 , 255 } , 1 , 1 ) ;
972+ WhiteArrayTexture = GLTexture2DArray . FromRgba ( new byte [ ] { 255 , 255 , 255 , 255 } , 1 , 1 ) ;
973973 CubemapTexture = GLTextureCube . FromDDS ( new DDS ( new MemoryStream ( Resources . CubemapLightmap ) ) ) ;
974974 BrdfTexture = GLTexture2D . FromGeneric ( new DDS ( new MemoryStream ( Resources . brdf ) ) , new ImageParameters ( ) ) ;
975975 FlipTextureY ( BrdfTexture ) ;
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