Lode Vandevenne - 2010-06-03

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.