Alan Grimes wrote:
I've been hacking on my version of the N64 emulator again and I
noticed I was getting an invalid value error from the texImage2D
command...
I assumed that it was because it required textures to be a power of
two in size...
Then I checked the GL spec and the only mention I found was that for
cube map textures, the height and width must be equal. If that were
the only limitation, I wouldn't be getting:
No, the pot requirement is there, for instance in the 1.5 version on
side 131:
w(s) = 2^n + 2*b(s) (with b(s) usually zero if not you WILL trigger a
fallback on pretty much any hardware out there).
h(s) = 2^m + 2*b(s)
d(s) = 2^l + 2*b(s)
and m,n and l must be integers.
Only if your opengl implementation supports
GL_ARB_texture_non_power_of_two you're free to use npot texture sizes.
If you can live without mipmaps (and some other restrictions), you
probably want to use texture rectangles as specified in
GL_ARB_texture_rectangle (or the older GL_EXT_texture_rectangle), which
is supported by quite a lot of hardware nowadays.
### Texture Unit GL ERROR: 501 tCurr W,H: 24, 24 ###
=\
Roland
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