________________________________________ From: Mike Day Sent: Wednesday, January 31, 2007 6:52 AM To: tech Subject: curiously small code... I tried swizzling my test texture and mipmaps and was surprised how little code was needed to do it. The following is paraphrasing somewhat, but should work given a suitable definition and operators for the ‘texel’ type. It swizzles a square texture with ‘size’ texels and then generates all the mip levels down to 1x1: // swizzle base texture texel *u=unswizzled, *s=swizzled; for (u32 y=0; y