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.

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