[SDL] glSDL Texture sizes
gregtr at es.co.nz
Mon Nov 10 11:30:01 PST 2003
David Olofson wrote:
> On Monday 10 November 2003 10.55, Greg Trounson wrote:
>>if I create a background surface on a 640x480 screen, this exceeds
>>the 256x256 limit of the voodoo card, resulting in nothing being
> ...but two-way tiling is not yet implemented, so if a surface is
> taller *and* wider than then max, it can't be tiled at all, and
> conversion will fail.
>>I realise that the former would break compatibility with generic
>>SDL, but might this case warrant an exception?
> No, glSDL should be fixed. I just never got around to implement that
> last tiling case, as I've never had any complaints about it missing.
> Apparently, most people (at least glSDL users) are using cards that
> aren't limited to 256x256 textures.
> Another reason why I haven't messed with it is that this code should
> be redesigned, using a texture space allocator (a 2D memory manager,
> basically; able to use a single texture for lots of surfaces and
> stuff like that), but that's still a TODO for the backend version.
> I'll have a look at it right away and see if I can fill in the missing
> case. (I have a new glSDL/wrapper version ready for release anyway,
> with some glSDL/backend collission warnings avoided and stuff.) Then
> we'll at least have it working in both glSDL versions until someone
> gets around to do it properly.
That'd be great. Let me know if I can help in any way.
I am trying to make a basic game engine that implements smooth motion
and glSDL seems to be the only way to do it under Linux/SDL. One
objective is to get it working on as many OpenGL-capable configurations
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