I've been managing with some 3d objects to put into fgfs sceneries and I've found that faces' texture maps should be sized with power of 2.
I'm using .3ds files (with .bmp maps) which don't have such limitation.
Is there a reason for that? Is there a way to avoid that limitation? I find not very easy to force every map having that sizes.
The reason is that this works well with opengl's mipmapping system (and it may be that opengl itself establishes this requirement?) If you start out with a 256x256 texture, we can then *very* easily generate smaller versions ... 128x128, 64x64, 32x32, 16x16, 8x8, 4x4, 2x2, and 1x1. If you start out with a 1347x571 texture, the math doesn't work out as clean ... that doesn't mean that you couldn't imagine a system that handled odd cases reasonably well, but to make life simpler for itself and to make the end results more well defined across all vendors and drivers and hardware, opengl says you have to start out with texture dimension that are a power of 2.
Curtis Olson http://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/
FlightGear Project http://www.flightgear.org
Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
_______________________________________________ Flightgear-devel mailing list Flightgearfirstname.lastname@example.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d