Julian,
I think you will find that the TextureLoader class does exactly that.
Texture images are scaled to be a power of 2. Only if you apply the image
directly and don't use the TextureLoader are you responsible for scaling
yourself.
I think this seems like a sensible compromise.
Sincerely,
Daniel Selman
[EMAIL PROTECTED]
http://www.tornadolabs.com
> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Julian Scheid
> Sent: 10 February 2000 18:10
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Bug in Texture.setImage()?
>
>
> on today's accelerator cards, textures must have a side length which is a
> power of two. future cards are planned to accept arbitrary texture sizes.
> (perhaps there are already chips on the market today that allow for this,
> i'm not sure.)
>
> for example, 256x256, 512x128 or 64x512 are sizes that the TNT2 chip can
> deal with. it cannot cope with a texture of e.g. 200x200 pixels
> because 200
> is not a power of two.
>
> you are right, it would be nice if the API would care about resizing the
> textures. but on the other hand, you would lose transparency in this case,
> things would happen behind your back - you could for example calculate the
> video memory requirements of your app not as easily.
>
> -- julian
>
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