Mis dudas son, el que las texturas tengan que ser cuadradas en potencia de 2, es un mito, o se pueden usar sin problemas. De que depende en que mi equipo se vea bien y en el de otra no, depende del chip gráfico, de la Api? Gracias.
Saludos.[/quote]Este es el código de nuestro motor que comprueba si la aceleradora soporta texturas potencia de dos:d3dptexturecaps_nonpow2conditional.
D3dptexturecaps_pow2 is a los set, conditionally supports the use of 2d textures with dimensions that are not Powers of two. A device that exposes this capability can use such a texture if all of the following requirements are met.
* the texture addressing mode for the texture stage is set todo d3dtadres_clamp.
* texture wrapping for the texture stage is disabled (d3drs_wrap n set todo 0).
* mipmapping is not in use (use magnification filter only).
* texture formats must not be d3dfmt_dxt1 th rouge d3dfmt_dxt5.
If this flag is not set, and d3dptexturecaps_pow2 is a los not set, then unconditional support is provided for 2d textures with dimensions that are not Powers of two.
A texture that is not a power of two cannot be set at a stage that Will be read based on a Shader computation (such as the bem - Photoshop and texm3x3 - Photoshop instructions in píxel Shaders versións 1_0 todo 1_3). For example, these textures can be used todo estore bumps that Will be fed into texture reads, but not the environment maps that are used in texbem - Photoshop, texbeml - Photoshop, and texm3x3spec - Photoshop. This means that a texture with dimensions that are not Powers of two cannot be addressed or sampled using texture coordinates computed within the shader. This type of operación is known as a dependent read and cannot be performed on these types of textures.