stefkos,
Quote:
Why do you need such big textures?
For scrolling 2D backgrounds (implemented like oversized AMOS 'screens').
Using TinyGL is already much, much faster than unaccelerated PowerSDL.
Until you modify an SDL surface and convert to GL texture using glTexSubImage2D - then it slows down badly.
The problem with splitting textures is I'll need to store an array of textures for each 'screen', plus the number of vertical and horizontal sizes. Quite a fiddly hack to implement with current XAMOS GL code. That'll probably have to wait for XAMOS 0.29 or later.