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Textures larger than 256x256 ?


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#1 Jesper T   Members   -  Reputation: 322

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Posted 29 July 2001 - 02:07 AM

I have a little problem with using textures that is larger than 256x256 pixels. When using linear filtering, it doesnt seem to be able to load it at all, and with mip mapping the texture seems to be resized to 256x256. Any clues on this would be helpful

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#2 Julio   Members   -  Reputation: 116

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Posted 29 July 2001 - 02:24 AM

what type of video card do you have? for most purposes you shouldn''t need a texture that big. but most 3d cards support it.


Never underestimante the power of stupid people in large groups.

#3 Jesper T   Members   -  Reputation: 322

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Posted 29 July 2001 - 07:26 AM

i have a voodoo III
I use large textures for a interface, they are not neccasarily more than 65536 pixels big tho ( e.g. 1024x32 etc.. )

#4 Julio   Members   -  Reputation: 116

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Posted 29 July 2001 - 09:13 AM

why don''t you try breaking up the texture into different parts and just render them seperately?


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#5 Jesper T   Members   -  Reputation: 322

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Posted 29 July 2001 - 10:29 AM

Yup, that is what im doing... but it seems like a waste of resources and it also makes stuff a bit more complicated. But I guess that if not all cards support larger than 256x.. textures that is what I will have to do :\

#6 zedzeek   Members   -  Reputation: 528

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Posted 29 July 2001 - 10:54 AM

voodoo1,2,3 dont support textures larger than 256x256. what happens when u call gluBuildMipMaps(..) is gluScaleImage(..) gets called which will scale your image to a power of 2 size 1024x32 -> 256x8 . also with voodoo cards u cant have one side more than 8x longer than the other. thus 16x2 works but 32x2 doesnt work.

#7 Jesper T   Members   -  Reputation: 322

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Posted 29 July 2001 - 09:34 PM

ah ok, thanks for the info

#8 Jesper T   Members   -  Reputation: 322

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Posted 29 July 2001 - 09:36 PM

Take a look at what I''m working on if you are curious:
[link]http://home.online.no/~7396/delta/[/link]




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