Geri Borbás
Geri Borbás

Reputation: 16598

What is the practical reason behind power-of-two sized textures?

On one hand, I can understand the Mip-mapping (to be able to half the size recursive). Is there anything else?


I'm just investigating if I have no intention to resize my textured sprites runtime, then I should not be aware of this power-of-two consideration, or still should for some performance/whatever reasons.

Upvotes: 0

Views: 133

Answers (1)

Graham Perks
Graham Perks

Reputation: 23400

Used to be that GPUs required such texture sizes. Then they improved & you could use other sizes, but at a performance penalty. Nowadays those restrictions have been relaxed to the point where you can forget all about it.

Also see https://gamedev.stackexchange.com/questions/26187/why-are-textures-always-square-powers-of-two-what-if-they-arent

Upvotes: 1

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