On Tue, Mar 10, 2009 at 10:01 PM, Alex Holkner <[email protected]>wrote:

> On Wed, Mar 11, 2009 at 9:27 AM, Tristam MacDonald <[email protected]>
> wrote:
> > On Tue, Mar 10, 2009 at 5:08 PM, Alex Holkner <[email protected]>
> > wrote:
> >>
> >> On Wed, Mar 11, 2009 at 5:36 AM, Tristam MacDonald <
> [email protected]>
> >> wrote:
> >> > On Tue, Mar 10, 2009 at 4:57 AM, Alex Holkner <[email protected]
> >
> >> > wrote:
> >> >>
> >> >> 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.
> >> >
> >> > When can we expect support for the ARB_texture_non_power_of_two
> >> > extension,
> >> > in addition to rectangular textures?
> >>
> >> Probably the only way to do this is to add another option to the
> >> Texture create methods, and the resource methods, to avoid breaking
> >> compatibility.
> >
> > Hmm, maybe better to wait for the next version then - I would prefer
> > seamless support, so I don't have to juggle parameters to make sure it
> > works.
> > Actually, I am not really sure why it would require an extra option? I
> mean,
> > as far as the application is concerned, the non-power-of-two extension
> makes
> > no changes - other texture sizes just work with no additional
> requirements,
> > and you don't have any of the issues of rectangular textures.
>
> The problem is that they stop working if the use doesn't have that
> extension -- the programmer needs to be aware that the behaviour
> they're requesting might not be supported everywhere (I would assume
> they'd want to abort if the extension isn't present).


What happens currently if you attempt to load a non-power-of-two texture?
I haven't tested, but I would expect it to either throw an exception, or
transparently resize to the nearest power of two (like gluBuild2DMipmaps) -
either of which would be reasonable fallback behaviour.

-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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