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Re: OpenGL compressed textures



I just want to note that I am seeing exactly the same problem, and I'd be 
interested to be updated if there is some news about this isse.

> BTW: this way to prebuild the "mipmap pyramid" is used by EVERY Ogre3d
> game/application, I already spoken with Ogre project leader and he will
> change the prebuilt method in the Mac version, but the change will be less
> performant cause the texture will be uploaded TWICE (in the prebuild stage
> it will be uploaded an all null empty texture).
I am using the same workaround in Wine. It's not a big deal, and some other 
drivers(the open source Linux radeon drivers) have problems with 
glCompressedTexSubImage2D if width or height are smaller than the DXTc block 
size. This is a corner case actually, and I haven't found any useable 
specification on it.

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References: 
 >OpenGL compressed textures (From: "Gabriele Greco" <email@hidden>)



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