OpenGL ES Texture2D: Power of Two »
Last night, I was working on my hobby, iPod Touch game some more and ran into this power-of-two issue with OpenGL. As a temporary solution, I just made all of the dimensions of the images I was using as textures a power-of-two value (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024). This was good enough for last night, but tonight I’ll probably implement a more scalable, in-code solution (like the one discussed in this blog post).
1 year ago on Thursday, August 26th, 2010 at 3:54 PM