I've just committed a one-line fix to a problem in
gl_test_texture_object_completeness() which rejected 1x1
LINEAR_MIPMAP_NEAREST textures used by q3test at the lowest
level-of-detail settings.
You could see this problem clearly in the fog-room with the red armour
in q3test1.
I'm not sure what point there is to a 1x1 texture - maybe it could be
dropped altogether.
Keith
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