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Archive for the ‘iPhone OpenGL ES Programming’ Category

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.