[SDL] glSDL Texture sizes

Greg Trounson 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:
...
>>For example,
>>if I create a background surface on a 640x480 screen, this exceeds
>>the 256x256 limit of the voodoo card, resulting in nothing being
>>blitted.
> 
> 
> ...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 
as possible.

thanks,
Greg






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