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Thread: PGDmC: Knight Fever

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  1. #1
    Considering that the computers at my school where I want this to be able to play can barely run OpenGL and require all textures to be a power of 2 in size, I thought I'd put it down to 512x512 just incase. It would be using practically the same amount of memory either way, but this way I can be definite that it will run on older machines.
    (We're talking horrible beige clacky keyboards and towers here in some cases, not a pretty sight)

    Thanks for the info though, was not aware of 4096^2 textures being supported at all
    TIP:
    you can determine at runtime the maximum texture size that is allowed using the following code:

    Code:
    var
    max_texturesize: integer;
    
    ....
    
    ....
    glGetIntegerv(GL_MAX_TEXTURE_SIZE, @max_texturesize);
    
    if max_texturesize >= 1024 then
    (code to load 1024X1024 texture)
    else
    (code to handle lower texture sizes)
    Last edited by Jimmy Valavanis; 30-03-2012 at 04:07 PM.

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