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<div class="moz-cite-prefix">At least for Android and iOS this is
true. I think there is an extensions to check if you<br>
can also use mipmapping and different wrapping modes.<br>
<br>
They term is limited NPOT for setting the glTexParameteri below.
You can also use <br>
non-limited NPOT, with extensions.<br>
<br>
See:<br>
<br>
<a class="moz-txt-link-freetext" href="http://www.khronos.org/registry/gles/extensions/APPLE/APPLE_texture_2D_limited_npot.txt">http://www.khronos.org/registry/gles/extensions/APPLE/APPLE_texture_2D_limited_npot.txt</a><br>
<a class="moz-txt-link-freetext" href="http://www.opengl.org/registry/specs/ARB/texture_non_power_of_two.txt">http://www.opengl.org/registry/specs/ARB/texture_non_power_of_two.txt</a><br>
<br>
There are also some arbitrary restrictions on Android for
different hardware, but in general<br>
we haven't run into any problems as the screen resolutions usually
fit into these restrictions.<br>
<br>
For instance:
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PowerVR SGX requires the width & height to be multiples of 2
and I've heard that<br>
some hardware requires multiples of 8. But if it's only uses for
screen capture then you<br>
shouldn't run into any problems.<br>
<br>
Regards,<br>
<br>
Kenneth Hurley<br>
<br>
On 9/14/12 8:41 AM, José Fonseca wrote:<br>
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<blockquote
cite="mid:CAH_+9j=JS=_OZFF0Q_nvVDFV61VXrpsqbJw2RvG_XvgnCpnv_Q@mail.gmail.com"
type="cite">
<pre wrap="">On Thu, Sep 13, 2012 at 10:58 PM, Kenneth Hurley
<a class="moz-txt-link-rfc2396E" href="mailto:klhurley@graffitientertainment.com"><klhurley@graffitientertainment.com></a> wrote:
</pre>
<blockquote type="cite">
<pre wrap="">On 8/2/12 11:16 AM, <a class="moz-txt-link-abbreviated" href="mailto:apitrace-request@lists.freedesktop.org">apitrace-request@lists.freedesktop.org</a> wrote:
</pre>
<blockquote type="cite">
<pre wrap="">
But I had to tweak the image
</pre>
<blockquote type="cite">
<pre wrap="">to be a power-of-two -- it looks like EGLImageKHR don't need to be a
power-of-two size, but regular textures do. A bit confusing.
Eitherway, I believe this is a problem with your original solution
too.
</pre>
</blockquote>
</blockquote>
<pre wrap="">
Just a FYI, Images do not have to be a power of two in both cases.
They just need the following set to have NPOT (Non-Power of Two) settings,
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
And mipmaps should be turned off as they make no sense.
We use NPOT all over the place for video textures.
</pre>
</blockquote>
<pre wrap="">
hmm..
So, essentially, we should also emit the above glTexParameteri calls
when replacing the glEGLImageTargetTexture2DOE with glTexImage to
ensure the NPOT get accepted...
Jose
</pre>
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