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Is there the power-of-two size restriction?

January 10, 2012 - 2:20am #4

Should I have the power-of-two size textures to use QCAR?
or can I use any size of textures?

Re: Is there the power-of-two size restriction?

January 10, 2012 - 8:43pm #3

It's a good idea to use power-of-two images for your textures. Not all hardware supports non-power-of-two textures, and the QCAR sample code does not automatically pad out the image size.

- Kim

Is there the power-of-two size restriction?

April 16, 2014 - 3:44pm #2

My understanding is that the texture size and restriction depends on the rendering engine used and in my experience is an issue for some smartphones, not so much tablets. So what is the maximum texture size that you support? I did not find a restriction on your Adding Textures Dev Guide.

Typically to check the maximum texture size per device, I just use GFXBench, so currently for our stock 3D models optimized for AR, we just stick to optimizing them to square textures and try not to exceed 512x512 (among other optimizations). I've seen some iOS apps render a simple 3d model with textures as big as 4096x4096...although I seldom find this size of texture necessary.

Also, since power of two textures can be square or rectangular, do you currently support using rectangular ones? For example 512x1024 and not just 512x512?

Thanks in advance,

John@FlatPyramid

 

Is there the power-of-two size restriction?

April 17, 2014 - 12:23am #1

Vuforia relies on OpenGL ES 2.0; 

if your device (and your device GPU OpenGL driver) support non-power-of-two textures, then Vuforia will support it as well. Vuforia does not impose additional / specific restrictions to the OpenGL texture capabilities that your device supports.

Same applies to maximum texture size (device and OpenGL-driver specific). 

Same applies to rectangular textures.

 

 

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