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Using non-poweroftwo textures

 
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Brix



Joined: 28 Oct 2006
Posts: 21
Location: EU, Denmark, Lyngby.

PostPosted: Tue Apr 10, 2007 2:41 pm    Post subject: Using non-poweroftwo textures Reply with quote

Is there any solutions for the problem with image resolutions like 800x600 getting blurry when used as an ARC Sprite?

Sure one can expand the image canvas to 1024x1024, and cut the unneeded parts away in GL, but that isn't really alot of fun. Wink

- Brix
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ChristianK



Joined: 26 Sep 2006
Posts: 159
Location: Berlin, Germany

PostPosted: Wed Apr 11, 2007 1:03 am    Post subject: Reply with quote

I don't think so.

That said, it should be possible to automate the process by internally allocating the power-of-two texture and placing the smaller image on it (and setting the Frame's size to the original image size). Good idea, actually - I'll put it on the roadmap.

How are your ports coming?
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Brix



Joined: 28 Oct 2006
Posts: 21
Location: EU, Denmark, Lyngby.

PostPosted: Wed Apr 11, 2007 1:21 am    Post subject: Reply with quote

ChristianK wrote:
That said, it should be possible to automate the process by internally allocating the power-of-two texture and placing the smaller image on it (and setting the Frame's size to the original image size). Good idea, actually - I'll put it on the roadmap.

Hmm, can't the GL_ARB_texture_non_power_of_two extension be used for this? (I've no idea of how to use it.)

ChristianK wrote:
How are your ports coming?

My library porting is complete, but instead of starting to port my games over, I've begun to extend my libgmi with support for more widgets. Smile

I've also recently used Arc/libgmi in an AI project (tic-tac-toe) at my university.

- Brix
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ChristianK



Joined: 26 Sep 2006
Posts: 159
Location: Berlin, Germany

PostPosted: Wed Apr 11, 2007 7:38 am    Post subject: Reply with quote

Quote:
Hmm, can't the GL_ARB_texture_non_power_of_two extension be used for this?


I played with the opengl extensions, but this one isn't supported on my development machine. We could check for its availability and trigger the make-canvas-larger workaround if it's not supported.

That's what we'll do eventually. For now I'll just add code for the workaround.

Quote:
My library porting is complete, but instead of starting to port my games over


Cool! If you have anything playable, remember to pass it around. Smile
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ChristianK



Joined: 26 Sep 2006
Posts: 159
Location: Berlin, Germany

PostPosted: Wed Apr 11, 2007 9:37 am    Post subject: Reply with quote

The updates to the texture code are now in trunk. Textures now know their image size (getSize) and the size of the containing texture (getTextureSize).
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Brix



Joined: 28 Oct 2006
Posts: 21
Location: EU, Denmark, Lyngby.

PostPosted: Wed Apr 11, 2007 10:15 am    Post subject: Reply with quote

Quote:
The updates to the texture code are now in trunk.

Nice, I'll start cropping my images back to their original sizes Wink

Quote:
Cool! If you have anything playable, remember to pass it around. Smile

Sure, as soon as I have something worth playing. Razz
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