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Added getCompressedTextureName method
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@ -1041,6 +1041,27 @@ var WebGLRenderer = new Class({
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};
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},
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/**
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* TODO
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*
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* @method Phaser.Renderer.WebGL.WebGLRenderer#getCompressedTextureName
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* @since 3.60.0
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*
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* @param {string} baseFormat - The Base Format to check.
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* @param {GLenum} [format] - An optional GLenum format to check within the base format.
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*
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* @return {string}
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*/
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getCompressedTextureName: function (baseFormat, format)
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{
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var supportedFormats = this.compression[baseFormat.toUpperCase()];
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if (format in supportedFormats)
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{
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return supportedFormats[format];
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}
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},
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/**
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* Checks if the given compressed texture format is supported, or not.
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*
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