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Thread: Some Texture Grid Questions

  1. #1
    Lesser Wizard
    Join Date
    Jun 2007
    Posts
    109

    Default Some Texture Grid Questions

    Some idle questions for the Devs if you guys know this off the top of your head.

    If I make a sprite grid, is there a cap on how large the actual texture could be? Or is just limited to what openGL can effectively work with?

    I figure once you get in the 4096 realm of size, it's probably not good for performance.

    Secondly, the texture must be power of 2, yes? ClanLib does nothing special to deal with oddly sized graphics (or rather, just re-scales them)?

    Lastly, was there ever a resolution for the 1pixel margin of error in the frame selector when using linear blending? I know rombust made a post but I'm not sure if it got commited to SVN or anything.

    Thanks in advance all!

    -Dan

  2. #2
    ClanLib Developer
    Join Date
    Sep 2006
    Location
    Bergen, Norway
    Posts
    588

    Default

    Yes, grid is limited to the specific card the program is running on. 2048x2048 is very safe these days, and modern cards support 4096x4096.

    It is much better to put as much as possible into one large texture than having many small, since doing a texture switch is costly in terms of performance. The texture packer utility located in the clanlib utilities folder can pack together resources into large textures.

    There is no power of 2 limitation anymore in OpenGL 2.0. ClanLib does not do anything to handle odd sizes in its GL2/3 target, but it does some scaling in the GL1 target.

  3. #3
    Lesser Wizard
    Join Date
    Jun 2007
    Posts
    109

    Default

    Thank you Sphair!

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