I was wondering how you guys deal with the fact that the width and height of textures have to be a power of 2.
For example: I have a window of 640x480. Should I stretch the background image for my window to 1024x512 or is there another way to have OpenGL accept my image?
I'm using DevIL to import my images. Here it says under "How ILUT Handles Textures":
But this doesn't seem to happen. If I use an image with size 640x480, it doesn't show up when used as a texture. Any ideas?Quote:
Originally Posted by Tutorial