Re: [Mesa3d-dev] Calculation of size of compressed textures

2008-11-28 Thread Brian Paul
Philipp Klaus Krause wrote: > Brian Paul schrieb: > >> Call it an oversight, or defensive programming. :) > > Well, I'd say it's redundant and confusing, so I propose to remove the > code (the comments about minimum size can stay, since they're still > true). Patch attached (warning: Not tested).

Re: [Mesa3d-dev] Calculation of size of compressed textures

2008-11-28 Thread Philipp Klaus Krause
Brian Paul schrieb: > > Call it an oversight, or defensive programming. :) Well, I'd say it's redundant and confusing, so I propose to remove the code (the comments about minimum size can stay, since they're still true). Patch attached (warning: Not tested). Philipp diff --git a/src/mesa/main/t

Re: [Mesa3d-dev] Calculation of size of compressed textures

2008-11-24 Thread Brian Paul
Roland Scheidegger wrote: > On 22.11.2008 02:00, Brian Paul wrote: >> Philipp Klaus Krause wrote: >>> 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 */

Re: [Mesa3d-dev] Calculation of size of compressed textures

2008-11-21 Thread Roland Scheidegger
On 22.11.2008 02:00, Brian Paul wrote: > Philipp Klaus Krause wrote: >> 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

Re: [Mesa3d-dev] Calculation of size of compressed textures

2008-11-21 Thread Brian Paul
Philipp Klaus Krause wrote: > 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; >

[Mesa3d-dev] Calculation of size of compressed textures

2008-11-21 Thread Philipp Klaus Krause
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 */