Hi,
What shall I do, just change the behaviour back to GL_RGB which works? Second the issue likely appears for some other formats which Oliver changed.
I've seen the same issues with 16 bit games. My current solution is to switch to GL_RGB, but I doubt that this is correct. There are a lot of strange RGB<->BGR conversions, depending on the color depth.
I think we should check this against all D3D formats. I've not fully understood the texture loading code, but I think that Oliver might be right with GL_BGR, and the bug might be somwhere else.