Dealing With Incorrectly Shaped Textures In OpenGL ES
As you may know, OpenGL ES requires that supplied textures be created in powers of 2.
It can be a pain to convert many textures, and not wanting to do so programmer Craig Giles decided to look through some of Apple’s own source code and come up with a solution. The eventual solution is to stretch the texture until it is a power of two, and then perform an affine transform if the texture ends up exceeding the texture size limitations.
Check out OpenGL ES Texture2D:Power of Two for the full post including code snippets and an explanation.
[Source: Journey To XNA]
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