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This fixes the issue with running in 16-bit color, and it doesn't look like it breaks depth peeling...
git-svn-id: https://svn.eduke32.com/eduke32@479 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -2765,7 +2765,7 @@ static int SetupOpenGL(int width, int height, int bitspp)
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PFD_TYPE_RGBA, //Request An RGBA Format
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0, //Select Our Color Depth
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0,0,0,0,0,0, //Color Bits Ignored
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8, //No Alpha Buffer
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0, //No Alpha Buffer
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0, //Shift Bit Ignored
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0, //No Accumulation Buffer
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0,0,0,0, //Accumulation Bits Ignored
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