progs/tests: Use compressed texture in mipmap_comp_tests
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@ -131,7 +131,9 @@ makeImage(int level, int width, int height)
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}
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}
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glTexImage2D(GL_TEXTURE_2D, level, 3, width, height, 0,
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glTexImage2D(GL_TEXTURE_2D, level,
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GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
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width, height, 0,
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GL_RGB, GL_UNSIGNED_BYTE, img);
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}
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