The power of two textures

Can you explain to me why the hardware acceleration required for long time textures should be two? For PCs, since GeForce 6 we achieved npot textures with no-mips and simplified filtering. OpenGL ES 2.0 also supports npot textures without mipmaps, etc. What is the hardware limitation for this? Just simplified arithmetic?

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I believe this is due to the fact that it can use bitwise left-shift operations, rather than multiplying the coordinate transformation (x, y) to the memory offset from the beginning of the texture. So, yes, simplified arithmetic, from a processor point of view.

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, mipmap, 2x2 NxN 1x1.

, mipmapping, , , mipmapping .

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Source: https://habr.com/ru/post/1722967/


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