We save the texData->target in original format, but use our internal format (using GLTextureTargetToLocal) to make sure we're not mixing 2D and CUBE_MAP textures on glBindTexture. Also added the GL_S/R/T/Q constants where needed. This fixes the Cube Map test in Api Demos. Change-Id: Id5de45581f2227fe0978d7982a147cb6b4b595c4