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Bug
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Resolution: Won't Fix
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P2
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8
We found on iOS and recently on Beagle that when you try and allocate a 1024x1024px texture we first pad it by 2px in each direction then round to nearest power of 2. The result is a 2048x2048 texture that is a huge waste of space and causes app failures (guessing we run out of texture space very fast).
We could not see why this padding is needed and Kirill removed it from the D3D pipeline a while back, so seems like we need to do the same for OGL. Thor prototyped a patch to fix during our iOS-fest time which now needs to be cleaned up and put into 3.0.
We could not see why this padding is needed and Kirill removed it from the D3D pipeline a while back, so seems like we need to do the same for OGL. Thor prototyped a patch to fix during our iOS-fest time which now needs to be cleaned up and put into 3.0.
- relates to
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JDK-8087490 ES2 texture creation, GLES2 and PaintHelper
- Closed