On Wed, Mar 11, 2009 at 1:14 PM, Tristam MacDonald <[email protected]> wrote: > 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.
Textures are loaded into the next size up that is power-of-2. The behaviour is inconsistent if the user is wrapping textures. 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 -~----------~----~----~----~------~----~------~--~---
