For OpenGL rendering, the texure sizes have to be a multiple of two. Why is there this restriction? Is it related to the memory usage, or the way the GPU processes textures?
Why do textures have to be sized a multiple of two?
For OpenGL rendering, the texure sizes have to be a multiple of two. Why is there this restriction? Is it related to the memory usage, or the way the GPU processes textures?
Why do textures have to be sized a multiple of two?
The memory used for texture in the memory banks are optimally powers of two (even more constrained than multiple of two) in order to allow best partitioning and fastest possible DMA transfers.