cgc@humboldtblvd.com wrote:
Quoting zmoelnig@iem.at:
[pix_coordinate] is quite likely to not work properly with non-power-of-2 textures.
It does work. Use 0..height and 0..width instead of the normalized 0..1 values. The only limitation lies in the lack of repeat mode for the mapping - clamp to edge is the only one supported so far.
oh sorry. of course you are right with this. but in my opinion this is not really "work properly" (although it is openGL-standard) the discussion might turn out similar to the "float" vs. "int" talk @ colours.
now: what i really like about normalized values is, that they are abstracted and independent (aka: "normalized") .
short discussion of making [pix_coordinate] use normalized coordinates:
not (same point as in super-dooper-everything [pix_texture] vs. [pix_texture]/[pix_texture2])
i don't really understand why non-power-of-2 textures became such problems or rather: why implementations turned out to do it that complicated and if it was for quality's sake, why they didn't do it twice: once with normalized and once with not-normalized tex-coordinates (this is how openGL handles is anyway: provide umpteen functions for the same functionality in case someone wanted it to do it this or that way)
mfg.as.dr IOhannes