OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16.
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@@ -98,5 +98,6 @@ void BoundingSphereOfSpheres(vec3_t origin1, float radius1, vec3_t origin2, floa
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int NextPowerOfTwo(int in);
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unsigned short FloatToHalf(float in);
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float HalfToFloat(unsigned short in);
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#endif
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