[PD-dev] Gem CVS Bug (wrong alarm ??)

Daniel Heckenberg daniel at bogusfront.org
Fri Nov 15 00:09:09 CET 2002


I think that it's a good idea to keep separate pix_texture and pix_texture2
objects because power of 2 textures work differently from non-pow2 textures,
no matter what tricks/extensions you use to allow the use of non-pow2
textures.   These differences are in the support for wrap modes, borders
etc.

Presently, a non-pow2 texture using texture coord scaling (as implemented by
pix_texture2) will repeat but will include the black padding zones.  Using
GL_TEXTURE_RECTANGLE_NV repeat is not supported at all.

These behavioural differences can't be properly hidden, can they?  And
sooner or later it would be nice to expose the wrap mode and border settings
for control via messages to the pix_textureX object...

Details for nVidia's non-pow2 extension.
http://www.nvidia.com/dev_content/nvopenglspecs/GL_NV_texture_rectangle.txt

> ...well, at least for the MacOSX build, we need both
texture/texture2...this is because
> we use an extension for non-power of 2 textures that makes for incredibly
fast
> performance...unfortunately, I don't know if the extension
(GL_TEXTURE_RECTANGLE_EXT) is
> available on other platforms?

Notwithstanding what I said above, the fast texture support on Mac OS X
doesn't need to be used with non-pow2 textures, does it?

The texture rectangle extension is available in the nvidia drivers... not
sure about other vendors or MESA.

Daniel





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