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why only 64 x 64 textures?

Started by April 03, 2002 10:48 PM
5 comments, last by slashandburn 22 years, 10 months ago
In my project, the only texture size it takes it 64x64. It won''t take 32x32 or 96x96(Shows wrong [blank]). How can i fix this?
It shouldn''t take 96x96 (look up gluScaleImage, or something like that, just resize the image before making it a texture). I don''t see why 32x32 won''t work, it should.

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textures should* be power of two sizes : 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048,...
most cards have also minimum and maximum texture sizes.

*not always true

There are more worlds than the one that you hold in your hand...
You should never let your fears become the boundaries of your dreams.
Use mipmaps... Look for info about mipmapping at google
I'm not ugly, just bad rendered
quote:
Original post by Alkar
Use mipmaps... Look for info about mipmapping at google

That''s a crappy solution if you don''t actually need mipmapped textures. The GLU mipmapping function simply uses gluScaleImage to create the multiple levels of detail.

Time to dump the drivers?
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I figured it out, i made the textures in photoshop, and to save time (Not really) i resized them in paint. And i had some at 32X33.

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