Alternatives to texture background images?
Is there a smarter way to throw a static background image to the screen, than using a large texture? As the texture size needs to be a power of 2, it means wasted blank space on the texture. Splitting the texture into many small texure chunks to get a better match for size isn''t desirable either.
So, with a fixed screen resolution, and a static background image, are there any tricks to avoid the texture hassle?
There''s the glDrawPixels function to write a image directly to the framebuffer but it''s generally slower than the texture approach, so i think it''s generally the best way to use one background texture.
Since the texture does not need mipmaps you can use EXT_/NV_texture_rectangle. Works on ATI and NVIDIA.
Regards
-Lev
Regards
-Lev
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