   glCompressedTexImage3D strange behavior
  Hi everyone,  I have a problem using a compressed DDS 3D image.   Here is the code I use :// Create the textureglGenTextures( 1, &axID ) ;glBindTexture( GL_TEXTURE_3D, axID );// Linear FilteringglTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);glTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);// Limit texture coordinates to [0;1]glTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_WRAP_S,GL_CLAMP);glTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_WRAP_T,GL_CLAMP);// Load the imageint vW = axWidth = pData->mWidth ;int vH = axHeight = pData->mHeight ;glCompressedTexImage3D(GL_TEXTURE_3D,0,pData->mFormat,vW,vH,pData->mDepth,0,pData->mSize,pData->mpPixels ) ;GLenum vError = glGetError() ;if( vError ){string vErr = (char*)gluErrorString( vError ) ;delete pData ;return false ;}  What I get when I display the image into a plane is a strange image, which is actually the good one but that is reduced by 4... I can see 16 small pictures instead of 1 big.   Could it be a mipmap problem, since in the header of the DDS file the mipmap level is set to 0 ?EDIT : This should be a mipmap problem since the flag DDSD_MIPMAPCOUNT is not set in the DDSURFACEDESC2 header of the DDS file... so I guess I have 4 mipmaps, but how do I calculate the size taken by each ???   