On 16 September 2010 17:55, Ian Mallett <email@example.com>
I'm not sure if I understand your question correctly. Are you asking for the best way to detect whether power-of-two textures are required on a particular system? Well, what *should* work 100% is checking the opengl version (with glGetString(GL_VERSION)). But since this is not always enough for ATI, and maybe also for Intel, I check after creating a texture, whether the texture is valid (with glIsTexture), and try making it a power-of-two if its not.
Originally, I was trying to track down the problem, and it turned out to be that the textures weren't powers of two. The real solution is to habitually use textures that are sized to a power of two to ensure compatibility.
Ah, if that works for you, that's the best way I guess. In my application I don't have that luxury; the textures can be of any size...