Non power of 2 textures - should I be concerned?

Monkey Targets Forums/Android/Non power of 2 textures - should I be concerned?

matty(Posted 2011) [#1]
Hi all,

The artist I'm working with has created buttons and gui elements for my game which are non power of 2 in dimensions, at least in height - width is power of 2. The game works on my phone with no problems, (and also works in flash - but this is about android) - is it likely to cause an issue with some phones if I leave these images as non power of 2 in size.

Please note I'm using an older version of Monkey (v42) for various reasons and would rather not upgrade to v45 just yet...give it some time (I usually work a few versions behind if I've had no problems with them).


muddy_shoes(Posted 2011) [#2]
If you're loading them individually then some older phones may have issues. If you're loading them in a power-of-two sided atlas, then everything should be fine, AFAIK.


slenkar(Posted 2011) [#3]
I think mojo pads the images if they are not power of 2


Pudsy(Posted 2011) [#4]
Hmmm... interesting if it does actually pad to power-of-2.
May need to check the source...

Not sure whether it does as I've had noticeably different results with graphical glitches on Android with using pow-2 or non-pow-2 size.

As already mentioned, Android definitely seems much more stable (at least on older devices) with power-of-2 size images.
And at least one device I've tested (HTC Hero / G2 Touch) refuses to load 1024x1024 images (512x512 may be max).

It doesn't seem as important for other targets from experiences so far.


matty(Posted 2011) [#5]
Really - I didn't realise 1024x1024 wouldn't load on some phones - that's probably why some of my games crash on start up on some people's phones. It would be nice to know how to find these things out - if there is some kind of spec sheet that can be used to determine what some phones accept.