I was wondering if it is possible to use a texture map that is not a power of 2. I have several images of arbitrary size which need to be placed on individual rectangles. I would prefer not to have to doctor the image to be a power of 2 compatible image. If it is possible I would sure appreciate some sample code of how to do it because I am not finding anything on the internet.
Well, unfortunately you will need to set both width and height to powers of 2 for OpenGL ES. However, width and height do not have to be identical, so textures can be rectangular.
Is it the only way to fill the colorbuffer with texture ?
In the case of a barground image,
Copying a texture to a larger buffer, will eat time and memory,
how comes there is no way to directly copy an image to the colorbuffer ?