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#Actualnowubeing2

Posted 25 November 2013 - 11:31 PM

I have no html5 experience, but with OpenGL I would expect performance to be unaffected by texture size, on condition that you are using mipmaps. Have you generated and enabled mipmaps for the 2048x2048 texture?

No, we haven't(generated or enabled).  All textures are level 0.

 
part of source:
this.newTexture = System2D.prototype.gl.createTexture();
System2D.prototype.gl.bindTexture(System2D.prototype.gl.TEXTURE_2D,this.newTexture);
System2D.prototype.gl.pixelStorei(System2D.prototype.gl.UNPACK_FLIP_Y_WEBGL, true);
System2D.prototype.gl.pixelStorei(System2D.prototype.gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
System2D.prototype.gl.texImage2D(System2D.prototype.gl.TEXTURE_2D,0, System2D.prototype.gl.RGBA,System2D.prototype.gl.RGBA, System2D.prototype.gl.UNSIGNED_BYTE, v_image);
System2D.prototype.gl.texParameteri(System2D.prototype.gl.TEXTURE_2D, System2D.prototype.gl.TEXTURE_MAG_FILTER, System2D.prototype.gl.LINEAR);
System2D.prototype.gl.texParameteri(System2D.prototype.gl.TEXTURE_2D, System2D.prototype.gl.TEXTURE_MIN_FILTER, System2D.prototype.gl.LINEAR);
System2D.prototype.gl.bindTexture(System2D.prototype.gl.TEXTURE_2D, null);

#1nowubeing2

Posted 25 November 2013 - 11:24 PM

I have no html5 experience, but with OpenGL I would expect performance to be unaffected by texture size, on condition that you are using mipmaps. Have you generated and enabled mipmaps for the 2048x2048 texture?

No, we haven't(generated or enabled).  All textures are level 0.


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