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texture sizes

Posted: 29.01.2003, 18:07
by billybob884
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?

texture sizes

Posted: 29.01.2003, 19:53
by chris
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