MorphOS Developer
Posts: 129 from 2003/2/28
Hmm, i'm not sure if it is not because of lack of vram. in theory there should be no problem with >1024x1024 textures (except memory usage). you have 64MB of vram. Such texture will need 16MB of unsplit memory block. Did You try to use 16bit texture? If You want TGL to automatically create one for You use glHint(TGL_LOWQUALITY_TEXTURES, GL_TRUE) (or something like that, i can't look it up now) before glTexImage2D. Obviously it shouldnt trash your screen tho. Problem with such textures is that they require big block of memory. If you used few separate ones they can be managed separately. Anyway, i will check it when i'm back at home in the evening so i can confirm if it is memory issue and why it trashes your screen.
BTW. In theory textures don't have to be power-of-two in size but i'm not sure i f we didn't put some silly safety check there;)
About this SDL flag i have no idea what it does or if PowerSDL supports it. GL support in SDL is bit outdated.