texture: what renderer? what conditions on size? |
texture: what renderer? what conditions on size? |
Daniel Holth
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Historically each dimension of a texture should be a power of 2
(2,4,8,..,128...,512) but you probably do not need to worry about that on current platforms: according to Wikipedia non-power-of-two textures are allowed as of OpenGL 2.0 (released in 2004), or OpenGL ES 2.0 (released in 2007). OpenGL implementations are guaranteed to support at least 64x64 pixel textures. Yours probably supports larger textures. I didn't see a way to query texture -> renderer associations either. On Wed, Sep 10, 2014 at 11:38 AM, albert wrote:
SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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texture: what renderer? what conditions on size? |
Alex Szpakowski
Guest
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Realistically you can pretty much rely on at least 2048x2048-sized textures being supported (or 8192x8192 if you only target GL3/DX10+ era hardware.)
Here are some stats: http://feedback.wildfiregames.com/report/opengl/feature/GL_MAX_TEXTURE_SIZE https://developer.apple.com/opengl/capabilities/GLInfo_1075.html The SDL_GetRendererInfo function will fill in a struct which contains ‘max_texture_width’ and ‘max_texture_height’ members, if you want to know the values at runtime. On Sep 10, 2014, at 1:48 PM, Daniel Holth wrote:
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