On Tue, Mar 10, 2009 at 2:45 PM, tazg <[email protected]> wrote: > > yeah I was using resource.image. I somehow missed resource.texture... > it works, but I thought the reason resource.image did that had > something to do with compatibility - wouldn't it be better to still > use that? Anyway, how could I deal with non-power-of-two? I'm not > using it now but I may need to later.
OpenGL doesn't support texture repeat with non-power-of-two textures, so make sure you call resource.texture() for any image you intend to do this with. The reason resource.image() tries to pack several smaller images into a larger texture is to reduce the number of times a texture is bound (when multiple images share the same texture binding, they can all be drawn in the same draw call, which has a performance benefit). Alex. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
