Today while writing the WebGL extension proposal, it occured to me that the buffer size formulas could be made a little bit more explicit by writing floor(x/y) rather than just (x/y), to make it clear that we define integer division as rounding down.
So the formulas become:
floor((width_in_texels+3)/4) * floor((height_in_texels+3)/4) * 8
And * 16 for the RGBA case.
Of course, I hope that I was correct in assuming rounding down in integer division ;-)
On 12-09-07 12:15 PM, Wilson, Diego wrote: