I'm still not convinced about the minimum texture size in GL, so I'll move stuff from my previous post here..
As far as I can tell, Bmax makes no attempt at limiting the minimum texture size and GL seems to allow textures under 64x64...
...GL appears to create a 16x32 texture and even returns those figures as the texture size (unless I've misunderstood what glGetTexLevelParameteriv() does?).
??
As far as I can tell, Bmax makes no attempt at limiting the minimum texture size and GL seems to allow textures under 64x64...
Strict SetGraphicsDriver GLMax2DDriver() Graphics 800, 600, 0 SeedRnd MilliSecs() Local pmap:TPixmap = CreatePixmap(16, 17, PF_RGBA8888) For Local p=0 Until (pmap.capacity / 4) Int Ptr(pmap.pixels)[p] = $ff000000 | Rand($ffffff) Next Local image:TImage = LoadImage(pmap, 0) Local width, height glBindTexture(GL_TEXTURE_2D, TGLImageFrame(image.Frame(0)).name) glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, Varptr(width)) glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, Varptr(height)) Local scl = 10 Cls DrawText "Image size = " + image.width + " x " + image.height, 12, 12 DrawText "Texture size = " + width + " x " + height, 12, 24 SetScale scl, scl DrawImage image, 24, 48 DrawLine 24, 48, 24 + width, 48, False DrawLine 24 + (width * scl), 48, 24 + (width * scl), 48 + height DrawLine 24, 48 + (height * scl), 24 + width, 48 + (height * scl),False DrawLine 24, 48, 24, 48 + height, False Flip WaitKey() End
...GL appears to create a 16x32 texture and even returns those figures as the texture size (unless I've misunderstood what glGetTexLevelParameteriv() does?).
??