Does anyone know an efficient way to load textures into OpenGL ES that are not in sizes of a power of two? I am new to OpenGL, and I’m working on a 2D game for iPhone and I have a lot of textures already made. It would be very tedious job to go back and resize all of my textures to a power of two.
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For performance reasons, it’s best to putt all your sprites into an atlas. An atlas is a large texture, that contains all your sprites. There are tools to automate this process. For example TexturePacker: http://www.texturepacker.com/
Depending on which technology you’re using, you might have to parse the output from texture packer to get the UV-Offsets.