Use fixed-size texture format
I recall reading that you should prefer these over the non-fixed size
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@ -72,7 +72,7 @@ unsigned char* WindowBackend_Software_CreateWindow(const char *window_title, int
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while (framebuffer_texture_height < framebuffer_height)
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framebuffer_texture_height <<= 1;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer_texture_width, framebuffer_texture_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, framebuffer_texture_width, framebuffer_texture_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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