progs/tests: fix sub texture offsets
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bee6794eb1
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51bc12d623
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@ -35,6 +35,8 @@ LoadCompressedImage(void)
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unsigned char ImgDataTemp[ImgSize / 4];
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unsigned i;
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const GLenum filter = GL_LINEAR;
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const int half = ImgSize / 2;
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glTexImage2D(Target, 0, CompFormat, ImgWidth, ImgHeight, 0,
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GL_RGB, GL_UNSIGNED_BYTE, NULL);
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@ -42,11 +44,11 @@ LoadCompressedImage(void)
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glCompressedTexSubImage2DARB(Target, 0,
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0, 0, /* pos */
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ImgWidth, ImgHeight / 2,
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CompFormat, ImgSize / 2, ImgData + ImgSize / 2);
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CompFormat, ImgSize / 2, ImgData /*+ ImgSize / 2*/);
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/* top left */
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for (i = 0; i < ImgHeight / 8; i++) {
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memcpy(&ImgDataTemp[i * ImgWidth], &ImgData[i * 2 * ImgWidth], ImgWidth);
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memcpy(&ImgDataTemp[i * ImgWidth], &ImgData[half + i * 2 * ImgWidth], ImgWidth);
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}
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glCompressedTexSubImage2DARB(Target, 0,
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0, ImgHeight / 2, /* pos */
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@ -55,7 +57,7 @@ LoadCompressedImage(void)
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/* top right */
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for (i = 0; i < ImgHeight / 8; i++) {
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memcpy(&ImgDataTemp[i * ImgWidth], &ImgData[i * 2 * ImgWidth + ImgWidth], ImgWidth);
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memcpy(&ImgDataTemp[i * ImgWidth], &ImgData[half + i * 2 * ImgWidth + ImgWidth], ImgWidth);
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}
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glCompressedTexSubImage2DARB(Target, 0,
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ImgWidth / 2, ImgHeight / 2, /* pos */
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