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[directfb-users] Re: Portrait mode display.
On Fri, Aug 13, 2004 at 08:12:26AM +0300, Ville Syrjälä wrote: > On Fri, Aug 13, 2004 at 12:55:54PM +0800, Rob Kramer wrote: > > Hi, > > > > On Thursday 12 August 2004 10:57 pm, Ville Syrjälä wrote: > > > Some OpenGL / D3D tutorial maybe. The OpenGL specification may have some > > > useful information too. > > > > I'm going through the NeHe OpenGL tutorials now, pretty OK. They're at > > http://nehe.gamedev.net/default.asp, for other 3D newbie's information :) > <snip> > > > > The tutorials mention that the texture dimensions have to be a power of 2. > > Does that mean I have to resort to splitting trickery in order to rotate my > > (worst case) 1280x768 texture 90 degrees? > > The power of two limitation is specific to OpenGL. DirectFB doesn't have > such restrictions (at least on matrox). Matrox hardware does have some > limitations with non power of two textures though: no mipmapping and no > texture wrapping. I forgot to add that DirectFB doesn't use mipmapping anyway so the first limitation won't be a problem. The wrapping limitation will affect you if you use texture coordinates outside of the 0.0 - 1.0 range. -- Ville Syrjälä firstname.lastname@example.org http://www.sci.fi/~syrjala/