[Public WebGL] NPOT (non-power-of-two) textures

Kenneth Waters [email protected]
Thu Jan 14 13:19:06 PST 2010


>
> Given that Rectangle Textures use different samplers in the shaders
> (sampler2DRect vs sampler2D) I don't think you could practically emulate
> this in a shader-based API.
>

You have to muck with the shader anyway to un-normalize the texture.  Using
a different sampler doesn't add any work.  I'm not saying it's easy.

To the best of my knowledge hardware with NPOT support was introduced in mid
2004.

-- Kenneth Waters
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://khronos.org/pipermail/public_webgl_khronos.org/attachments/20100114/baea42ad/attachment.html>


More information about the public_webgl mailing list