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Texture Limitations

Started by Eitsch Oct 31, 2005 at 7:50 AM 4 replies 400+ views
Original Post
Eitsch
Eitsch
i know none power of two textures are available in none_power_of_two_arb and ogl2.0. but why is this limitaions? why have textures to be power of two and quadratic (i know there is rectable_arb). why this limitations?
Daaark
Daaark
They don't have to be 'quadratic'. They can be any power of 2 by any power of 2. Why? Because it's faster. It's a speed optimization.[grin]
Eitsch
Eitsch
how can this be faster? why? how does this calculation look like?
Jernej.L
Jernej.L
it is faster for gpu and cpu and everything else to process data in such specific form, it is the miracle of memory alingment, a stack of 50 cubes of same size would be more stable than a stack of cubes that have different dimensions, right?
Projects: Top Down City: http://mathpudding.com/
LittleFreak
LittleFreak
Little better discription then they have given you this. The cpu and gpu trys its best to do as many function in 1 tick as possiable. So what it will actualy do is take all these picturesand peice them together and its easier(using less math) to place multiple pictures into 1 picture by peicing them together if they are all of eqaul ratio of eachother. This keeping there from being any large empty gaps in memory for example what you see when you defrag your computer. Its just a very simple memory manager that saves the gpu and cpu from thinking harder then it needs to.
Eitsch
Eitsch
thanks

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