Getting around the ^2 texture limitation

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26 comments, last by Godji 20 years, 9 months ago
Is that possible and how? I have a 2000x1500 picture that I want to use as a 2D background. Loading it as a 2048x2048 texture and pasting only what I need is extremely inefficient, obviously... G-9405
Godji
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That may be bigger than what a lot of cards can support anyway. You might need to break it up into several different textures and treat them as tiles.
mip-mapping?? --> check the tuts!
quote:Original post by Anonymous Poster
That may be bigger than what a lot of cards can support anyway.


Actually, most cards GeForce2 or better can support 2048x2048

Regardless, the image should definitely be split into tiles
quote:Original post by Anonymous Poster
mip-mapping?? --> check the tuts!

Uh, no
He does not need mip-mapping
quote:Original post by glassJAw
Actually, most cards GeForce2 or better can support 2048x2048

Regardless, the image should definitely be split into tiles


Actually, most people don''t have GeForce2''s



James Simmons
MindEngine Development
http://medev.sourceforge.net
ya i agree. What you could do is add the extra data to the texture when loading it to make it 2^n. This would make a boarder around it.
I had this problem when wanting to create fullscreen splash screens. What I did was chop it up into 256x256 squares and smaller until I created the entire resolution sized image. While this added extra tri's and blending operations, it gave me support for at LEAST voodoo3 cards.

James Simmons
MindEngine Development
http://medev.sourceforge.net

[edited by - neurokaotix on July 8, 2003 2:23:25 PM]
why is your image so large? scale it down to 1024xsomething
What resolution do you expect your users to be running at? if you think it will be that high then why bother trying to support GF2 and lower?
My TNT2 supports 2k x 2k textures. I say fsck 3Dfx, no one should be using those cards anymore anyway.

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