It always just called _mesa_compressed_texture_size() anyway.
driver->CompressedTexSubImage2D = _mesa_store_compressed_texsubimage2d;
driver->CompressedTexSubImage3D = _mesa_store_compressed_texsubimage3d;
driver->GetCompressedTexImage = _mesa_get_compressed_teximage;
- driver->CompressedTextureSize = _mesa_compressed_texture_size;
driver->BindTexture = NULL;
driver->NewTextureObject = _mesa_new_texture_object;
driver->DeleteTexture = _mesa_delete_texture_object;
struct gl_texture_object *texObj,
struct gl_texture_image *texImage);
- /**
- * Called to query number of bytes of storage needed to store the
- * specified compressed texture.
- */
- GLuint (*CompressedTextureSize)( GLcontext *ctx, GLsizei width,
- GLsizei height, GLsizei depth,
- GLuint mesaFormat );
/*@}*/
/**
/* compressed texture functions */
functions->CompressedTexImage2D = st_CompressedTexImage2D;
functions->GetCompressedTexImage = st_GetCompressedTexImage;
- functions->CompressedTextureSize = _mesa_compressed_texture_size;
functions->NewTextureObject = st_NewTextureObject;
functions->NewTextureImage = st_NewTextureImage;