Crouching Kitten
Crouching Kitten

Reputation: 1185

Using framebuffer for postprocessing: can the texture be screen-sized?

I have a dilemma. I read that at many places that a texture should not be larger than 1024x1024 pixels, because some GPUs don't support larger sizes.

But if I want to render to a framebuffer, then I have to create a texture, which has the size of the screen, which is nowadays usually larger than 1024x1024, even on mobiles.

Is it guaranteed that I can safely create textures of the size of the native screen resolution of the device?

If there's no "standard" for this, then another formulation of the question: does it happen often that game developers create screen-sized textures? (Because then the manufacturers are forced to support that texture size.)

Upvotes: 0

Views: 264

Answers (1)

Bartvbl
Bartvbl

Reputation: 2928

As I said in the comments, this depends on the hardware you intend to use in your project, and the number of devices you wish to support. You need to look at what is available, and where you want to draw the line for the needs of your project. These are very project-specific things usually.

These two show that still slightly more aged graphics cards are well capable of handling 4096x4096 textures:

http://store.steampowered.com/hwsurvey

http://feedback.wildfiregames.com/report/opengl/feature/GL_MAX_TEXTURE_SIZE

The mobile scene is more difficult, because it is more fragmented. The ARM Mali GPU is a very popular one, though. A model from 2008 also supports 4096x4096 textures:

http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.faqs/ka13314.html

Upvotes: 1

Related Questions