Doug Price (doug++at++ren.paradigmsim.com)
Tue, 25 Nov 1997 08:42:43 -0600
The OpenGL standard requires that the dimensions of texture images be a
power of 2. Does this refer only to the size allocated in texture memory, or
does each individual image have to conform to this? My application is using
glCopyTexImage2DEXT, which can copy an image from the frame buffer directly to
texture memory. The man page for glCopyTexImage2DEXT says that the width and
height must only be a multiple of 8, but my application only seems to work when
the dimensions are powers of 2. It would sure be nice for performance tuning
if I could allocate space in texture memory that was a power of 2, but write an
image to it that was <= to the allocated size (modifing the texture coordinates
to produce the desired result). For example, is it possible to allocate a
512x512 space in texture memory and only write data to 480x480 of it? If so,
how?
--
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