* returned as red and two-channel texture values are returned as
* red/alpha.
*/
- if ((baseTexFormat == GL_LUMINANCE ||
- baseTexFormat == GL_LUMINANCE_ALPHA ||
- baseTexFormat == GL_INTENSITY) ||
+ if (((baseTexFormat == GL_LUMINANCE ||
+ baseTexFormat == GL_LUMINANCE_ALPHA ||
+ baseTexFormat == GL_INTENSITY) &&
+ (destBaseFormat == GL_RGBA ||
+ destBaseFormat == GL_RGB ||
+ destBaseFormat == GL_RG ||
+ destBaseFormat == GL_GREEN ||
+ destBaseFormat == GL_BLUE ||
+ destBaseFormat == GL_BGRA ||
+ destBaseFormat == GL_BGR)) ||
/* If we're reading back an RGB(A) texture (using glGetTexImage) as
* luminance then we need to return L=tex(R).
*/