In _mesa_compressed_texture_size(), texcompress.c there's lots of code similar to the following:
case MESA_FORMAT_RGBA_DXT1: /* round up width, height to next multiple of 4 */ width = (width + 3) & ~3; height = (height + 3) & ~3; /* 8 bytes per 4x4 tile of RGB[A] texels */ size = width * height / 2; /* Textures smaller than 4x4 will effectively be made into 4x4 and * take 8 bytes. */ if (size < 8) size = 8; return size; What's the purpose of the if (size < 8) size = 8;? It seems redundant to me. Philipp ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev