well, i dont NEED 20 bytes per texture.. i could save it in 4-6 bytes with standard parameters.. but since i like my stuff to be a lil more flexible im willing to waste another 10 bytes or so per texture.. keep in mind that it's 20 bytes before compression..
as of now, i can make it in:
l=1 byte(if i want a 256x256 texture)
m=1 byte(can be extended to an int)
n=1 byte(same as above)
xpos=1 byte(can be extended to an int)
ypos=1 byte(same as above)
thats 5 bytes per texture(or 11-17 with the 2-4 ints).. i havent really done the exact math for the extended textures though, with all my partameters and such.. but i approximated to around 20 bytes uncompressed.. meaning you can have around 20 unique textures(monochrome or linear) in 400 bytes... uncompressed..
thanks for the praise though.. now my next project is to get your shader code running, and to make something useful out of it

speaking of which, how do i give karma? you deserve some for hooking me up with the code..
//Johnny