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Fix texture conversion in the GL backend #2956

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goodartistscopy
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The line as currently written disallows conversions (except swizzle) because convert can't be true if compressed isn't.

The line as currently written disallows conversions (except swizzle) because `convert` can't be true if `compressed` isn't.
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Specify which format -> format conversion fails?

Flipping logic would disallow decompressing textures.

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Conversion is fine but it's never called, because compressed == false prevents convert == true.
The same logic at texture creation is even written without compressed (line 5735):

    const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_requestedFormat) );
    const bool convert    = false
        || m_textureFormat != m_requestedFormat
        || swizzle
        ;

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