Re: gl texture size

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Shankar Swamy (shankar++at++redwood.rt.cs.boeing.com)
Tue, 25 Nov 1997 11:52:42 -0800


Try glTexSubImage2DEXT(...)

If you decide to try it, and if you are on RE2, make sure you read the
"machine dependencies" part in the man pages first!

 - shankar swamy
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 shankar++at++boeing.com Shankar N. Swamy
                                      Boeing Research and Technology
 PHONE: (425) 865-4286 Virtual Systems Group,
 FAX : (425) 865-2965 PO Box 3707 MS 7L-48,
                                      Seattle, WA 98124-2207.
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On Nov 25, 8:42am, Doug Price wrote:
>
> OpenGL gurus,
>
> 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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