icecoldduke, on 28 June 2016 - 06:02 AM, said:
Also is there any reason why we have 2,531 non power of two textures?
Because the original art was also NPOT and accuracy is mission critical.
icecoldduke, on 28 June 2016 - 08:48 AM, said:
There are different scaling options in def files, you don't need to keep the original aspect ratio. The UI can probably remain as is, but textures that are in the world need to be switched over to power of 2, so I can carve up the textures into 128x128 regions when I implement virtual texturing.
Hailing Captain Picard. "Stretch the fuck out of 2,500 HRP assets" is not the answer.
We already have code to deal with this in cases where the graphics hardware does not support NPOT textures. In your case, round up to the nearest 128 and fill the empty space a la GL_CLAMP_TO_EDGE. Then scale that off the edge when applying the texture.
How are you planning to handle the 8-bit ART that's NPOT?