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Non-Power-Of-Two Texture And Speed

Started by Deception666 Jan 16, 2006 at 12:07 AM 0 replies 1.4k views
Original Post
Deception666
Deception666
Today, I was interested in making a quick 3DS loader for an application of mine. Everything went well until I noticed that the texture sizes that were being used were non-power-of-two (NPT). This is fine because the card I have can handle NPT of textures. I load the model, apply the textures with mipmapping, and the model take several seconds to render. That doesn't seem right. I tried changing some of the parameters for the textures. Once I removed the mipmapping, the application ran smoothly. I know that PT textures will be faster than NPT, but I am just being lazy and wanting the hardware to take care of the dirty work. Is it really this slow? Anyway, I was wondering if anyone has had this same problem. Since newer hardware supports NPT textures, should developers forget about resampling the images, or should we always resample the textures and disregard what the hardware can provide? Thanks.
gulgi
gulgi
I don't have a NPT gfx card myself so take this with a grain of salt.. :)

As I userstand it, mipmapping on a NPT texture will be slow, and probably will be for some time. (when you think of it.. it's WAY easier to calculate a mipmap for a PT texture)
I would always ask the artist to create PT textures (in a big atlas, so the PT/NPT shouldn't matter much anyways)... and use NPT textures for shadowmapping and other similar things, if the hardware supports it.

Just my 2 cents.

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