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[directfb-users] Re: Portrait mode display.
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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
syrjala@sci.fi
http://www.sci.fi/~syrjala/




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