3D textures with more than one mip level were refused. Each slab of blockDepth slices of a thick (SW_4KB_S / SW_64KB_S) volume now holds the whole mip chain, smallest level first and level 0 last, as 2D chains are laid out. A level's depth halves per level, so the texture loops skip the slices a level does not have. Thin 3D (D/R 64KB_X) chains use the 2D mip layout per depth slice. Thick mip tails still throw. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> |
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