Hey,
I was wondering if theres a way to use textures which don't have a size that is a power of 2
I have been looking at quite a few sites, and how to 'pad' out an image so the original image isn't a power of 2 but when it gets loaded into the program to become a texture it is padded out (with what i seem to be reading) with black pixels.
For starters i'm not totally sure how to do this, but from what i can see is that i have to then use that new kinda size of the image to do UV mapping.
What i assume from this is that i must set up the texture co-ordinates to be something like 0.5,0.6, 0.5, 0.8, .... etc not the standard 1,1....0,1 etc
The problem with me taking this route is that i use other textures that require the texture co-ordinates to be 1,1 0,0 0,1 1,0 etc
I would change the texture co-ordinates when i need the different ones, but that would mean switching between the the different texture co-ordinates alot rather than just using one texture co-ordinate for the whole thing. I'm not able to batch up all the drawing calls for a single texture co-ordinate and then move to the next texture co-ordinate and make all those calls. The code can't really be changed to allow this.
So i was wondering if there is another way to go about this?
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