@ -333,9 +333,9 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
// Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are
// Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are
// arranged in a Z-order curve. More details on the bit manipulation at:
// arranged in a Z-order curve. More details on the bit manipulation at:
// https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
// https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
unsigned int i = ( x | ( y << 8 ) ) & 0x0707 ; // ---- -210
unsigned int i = ( x & 7 ) | ( ( y & 7 ) << 8 ) ; // ---- -210
i = ( i ^ ( i < < 2 ) ) & 0x1313 ; // ---2 --10
i = ( i ^ ( i < < 2 ) ) & 0x1313 ; // ---2 --10
i = ( i ^ ( i < < 1 ) ) & 0x1515 ; // ---2 -1-0
i = ( i ^ ( i < < 1 ) ) & 0x1515 ; // ---2 -1-0
i = ( i | ( i > > 7 ) ) & 0x3F ;
i = ( i | ( i > > 7 ) ) & 0x3F ;
if ( info . format ! = Regs : : TextureFormat : : ETC1 & &
if ( info . format ! = Regs : : TextureFormat : : ETC1 & &