256x256 texture limit
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lode
i dont even really expect i dare to ask for that, but would it be possible to adopt lodepaint to work on cards that support only 256x256 max texturesize in hardware? i dont know how it handles drawing internally, this might be a problem, but gui.png is 256x512 and half empty yet, couldnt it be split into two separate tables if this has to be as bei. it would probably be a good deal speedup on a system i compiled it for if everything might be done in hardware.
alo a friend of me indicated it would perhaps speedup if not everything was redrawn all the time.
sorry if this is dumb, im not a coder myself.
Hi, which platform is this for?
The gui.png shouldn't actually be a problem, because it doesn't use the complete gui.png as one texture, but instead splits everything up in different small OpenGL textures for every rectangular object in gui.png.
However, the paintings themselves are large textures. Currently the painting is split up into multiple textures if the size is larger than 1024x1024. Changing this to 256x256 is easy in the code (just changing a constant value), but afaik slightly less efficient in case the hardware does support larger textures.
So could you let me know something more about your system which supports max 256x256 textures in hardware? Then I can try to find a way to set the limit to 256 for such systems, while keeping the 1024 for others.
Thanks.