Comments (3)
Hm, yes, it should be possible to use non-square textures as well. As long as the dimensions are powers two.
Will try.
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OpenGL ES 3.0 requires support for non-power-of-two textures, which was kind of important to their specification since no standard video resolution or screen size currently in use has any power of two dimensions. If you're stuck using ES 2.0 you'd be kind of hard pressed to find a power-of-two texture near the screen size with anything like the correct aspect ratio, but I suppose as long as it's larger you can just ignore the area outside screen edges and waste the memory, it's just that it might be a large amount of wasted area. :D
Using non-power-of-two appears to limit the texture to a single mipmap level (original size only) but I can't imagine why you'd need mipmaps if you're taking the time to use a full screen image in the first place. That should only matter much if you're texturing objects.
There's also a minimum max texture size of 2048x2048 requirement in ES 3.0 (in 2.0 this was usually the max texture size anyway but couldn't be relied on), which will cover lots of devices' screens but will only cover vertical on the higher resolution Samsung phones and such. I'd also expect that those phones would have used GPUs with higher maximums than the base level.
Apologies if this doesn't apply, I never bothered with OpenGL much because the way everything has to be done sat wrong with me for several reasons it's not worth going into here, and Windows driver support always lagged behind. I learned HLSL a long time ago to write shaders for the Milkdrop plugin in Winamp and GLSL is similar enough I figured I'd give this program a shot since it handles all the parts I wasn't going to touch. :D
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@markusfisch I'd like to expand this feature request with one for higher resolution cubemaps, and importing them from single images instead of having to stitch 6 faces using mobile UI.
Only being able to go up to 256x256 per face when I've got a 2048x2048 cubemap... stings.
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