On 12/8/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> I thought Grim was able to "snuck in" higher resolution textures...
> I just tired to resize tertiles1hw a little bit. Now it looks like a
> patchwork carpet in game. :(
...
My very first guess is that WZ uses a hardcoded amount of memory to store the
textures and if the image is bigger... Something get's discarded or
similar... I think that because of the segfault when using a different size.

IIRC tile sizes are still are hardcoded both in size and number. I
promised Grim I would fix this, but I have not gotten around to it
(although I did clean up the code quite a bit). Most of the relevant
code is in src/texture.c and also see lib/ivis_common/bitimage.c

BTW, I have worked a bit with non-power-of-two textures in OpenGL
before. You do not want to go there. The earliest extension lacks
nearly all useful features, and the newest is poorly supported. Both
are probably slower for real 3D tasks than ordinary power-of-two
textures on most hardware.

 - Per

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