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Home/ Questions/Q 3674134
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Editorial Team
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Editorial Team
Asked: May 19, 20262026-05-19T02:49:06+00:00 2026-05-19T02:49:06+00:00

I’m very new to OpenGL, so I’m sorry if this may be very basic

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I’m very new to OpenGL, so I’m sorry if this may be very basic (or not make sense).

I’m working on a 2D game in which there are a lot of sprites whose size are not powers of two. So I’ll have textures like, say, 520×260, and which cannot be redesigned. Now my understanding is that since OpenGL ES 1 needs textures to be powers of two, I’ll effectively be wasting a lot of memory (since the texture in my previous example would actually take up 1024×512 on the hardware).

What I’ve been thinking was that instead of having the sprite be two triangles with that one large texture, I could maybe have the sprite be made up of more smaller triangles, and that I could break down to large texture in smaller pow2 chunks (say 128×128) which could be used separately on those triangles (using something like a grid map).

So my question is: is it possible and feasible to use multiple textures for a single mesh? And if so, would the extra calculations (necessary for all the smaller triangles and texturing them) be worth the texture memory save?

P.S. I am working on Android, but I don’t suppose that makes much difference.

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  1. Editorial Team
    Editorial Team
    2026-05-19T02:49:07+00:00Added an answer on May 19, 2026 at 2:49 am

    Absolutely you can and should do this to save memory. The only thing you need to worry about is your UV-mapping. You will have to adjust your UV coordinates based upon how you arrange your mesh.

    For example, say you wanted to stuff three textures in a 128×128 mesh:

    +-----------------+
    |1.               |
    |     128x64      |
    |                 |
    +-----------------+
    |2.      |3.      |
    | 64x64  |  64x64 |
    |        |        |
    +--------+--------+
    

    If you wanted to map each texture, your UV-coordinate ranges are as follows:

    1. from (0.0, 0.0) to (1.0, 0.5)
    2. from (0.0, 0.5) to (0.5, 1.0)
    3. from (0.5, 0.5) to (1.0, 1.0)

    You will have to translate these accordingly onto your vertices.

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