texture sizes

General discussion about Celestia that doesn't fit into other forums.
Topic author
billybob884
Posts: 986
Joined: 16.08.2002
With us: 22 years 3 months
Location: USA, East Coast

texture sizes

Post #1by billybob884 » 29.01.2003, 18:07

Is the requirement that all textures must be a power of 2 something for memory efficency, or just something that happened when celestia was compiled, or uh... i guess the point i'm trying to make is maybe for a future version, like 1.2.6 or something, could texture sizes be a little more um... flexible?
Mike M.

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chris
Site Admin
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Location: Seattle, Washington, USA

texture sizes

Post #2by chris » 29.01.2003, 19:53

billybob884 wrote:Is the requirement that all textures must be a power of 2 something for memory efficency, or just something that happened when celestia was compiled, or uh... i guess the point i'm trying to make is maybe for a future version, like 1.2.6 or something, could texture sizes be a little more um... flexible?

All current graphics hardware requires textures with power of two sizes (there is limited support for non-power of two textures, but you lose critical features like mipmapping.) This means that and textures that don't have power of two dimensions get rescaled to a different size. This scaling is done in the OpenGL driver, and the resulting quality is not as good as you would get if you did the rescaling in an image editing program. So rather than allowing driver to rescale textures, Celestia simply rejects non power of two textures.

--Chris


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