Re: [PyOpenGL-Users] glTexImage2d size
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From: Matt B. <ma...@rt...> - 2006-11-13 20:27:14
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Oh, cool, I didn't know about that function, might have to check that out. In my current game I'm just making them all a power of 2, which works well enough for most things (I like having the extra space to work with in the image just in case I or someone else chooses to edit the look of things a bit later on), but to save disk space/memory I re-sized my player's weapon images some to make them a power of 2, and then expand the OpenGL surface out to the aspect ratio of the "correct" original gun image....since I'm downsizing the image in one dimension, I lose some detail. -Matt Bailey On Monday 13 November 2006 14:26, Andrew Wilson set 1,000 monkies in front of keyboards and the following appeared: > Hello, > You are correct, I would like to use textures that are not of power 2 in > dimension. I have an Nvidia Quadro FX 3450 that mysteriously supports it. > I seem to have found a work around using the gluBuild2DMipmaps call, the > appear to automatically pad the image correctly. I guess I should read the > documentation a little closer! > Thanks > Andrew > > On 11/13/06, Matt Bailey <ma...@rt...> wrote: > > Hrrrmmm, OpenGL textures should always have dimensions that are a power > > of 2. > > Are you saying you want to use images that do not conform to this? This > > normally is not possible, I don't know of a way around it. If that's what > > you're trying to do, I'm surprised it works on any video card at all. > > > > -Matt Bailey |