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Re: Texture Issue Again :(

Posted by Haroogan on Mar 07, 2011; 4:59pm
URL: https://forum.jogamp.org/Texture-Issue-Again-tp2646111p2646931.html

Yeah, as I've said no intermediate calls, just glTexImage. It works fine with power of 2's, but with 2^n + 1 it throws an exception, which I've described in the first post.

More over I will run in some details here. I'm trying to do S3 Texture Compression using my graphics card. Yeah, I know that there are specific tools, but right now I have to do it on my own. So I have to compress non-power of 2 images. But since non-power of 2 doesn't work for some reason let's talk about power of 2, because there are some issues on texture compression topic also:

First of all to learn how many compression formats are supported by my card I do the following:

glGetIntegerv with GL2.GL_NUM_COMPRESSED_TEXTURE_FORMATS

Guess how much did I get :) Well I will tell you - 0. So if I believe the results of glGetIntegerv call - my high-end video-card does not support texture compression! But that was just a beginning. Ignoring 0 I've tried to compress it forcefully on 2048x2048 image - at it worked! So I've got my DXT1 compression on power of 2 image (despite the 0 result of glGetIntegerv call). Finally, I've tried to compress 4096x4096 image in the same way - and it has thrown GL_OUT_OF_MEMORY error - again on high-end video-card?! All these bugs are really strange.

WW that would be great, if you could test all these cases on your machines, waiting for your feedback :)