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.

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