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SL Resizing textures?

Clifton Antonelli
Registered User
Join date: 27 Apr 2006
Posts: 24
06-19-2007 11:14
Is this a new bug or did a setting get changed on me somehow? Usually if I upload tga files that are odd sizes (like 483x125), they would be that size when I upload them. But now for some reason when I upload a tga that was 483 x 125, SL changes it to 512 x 128. Can anyone help?
Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
06-19-2007 12:21
It's been that way ever since I joined SL, 9 months ago, and presumably even longer... It has to do with the graphics engine I believe, the texture dimensions need to be a power of 2.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
06-19-2007 15:14
SL has always worked that way. Import a texture, and it will be forced to become a power of 2 in each direction. The valid values are 32, 64, 128, 256, 512, and 1024. Just about any other pixel size will get re-sized to the closest version of one of those values in each direction.

You might not have noticed until recently because it was only recently that SL displayed the resulting dimensions when you view the texture.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
06-20-2007 05:02
Always been that way, always will be.
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I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
White Hyacinth
Registered User
Join date: 15 Nov 2006
Posts: 353
06-20-2007 05:14
I think it has always been that way, as many have said already.
Therefore it is advisable to scale all pictures yourself, before uploading.
Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
06-22-2007 03:28
From: Reitsuki Kojima
Always been that way, always will be.


Always been that way, but doesn't necessarily always need to be forever if LL decides so.
Non power of 2 textures are handy when used for GUI elements for the SL interface. The extensions in OpenGL are already available for most modern graphics cards to do this.
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
06-22-2007 03:42
From: Clifton Antonelli
Is this a new bug or did a setting get changed on me somehow? Usually if I upload tga files that are odd sizes (like 483x125), they would be that size when I upload them. But now for some reason when I upload a tga that was 483 x 125, SL changes it to 512 x 128. Can anyone help?


Wow thats new, it used to round images down to the power of two not up. SL has never support images not on a power of two.
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
06-22-2007 04:27
From: Cottonteil Muromachi
Always been that way, but doesn't necessarily always need to be forever if LL decides so.
Non power of 2 textures are handy when used for GUI elements for the SL interface. The extensions in OpenGL are already available for most modern graphics cards to do this.


I'm sure they'll get right on that.

Right after Havoc 2

And SpeedTree
_____________________
I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
Serenarra Trilling
Registered User
Join date: 14 Oct 2006
Posts: 246
Why does it matter?
06-22-2007 04:35
When you can scale the size of a prim to any dimension, why do the textures need to be to a certain scale?
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
06-22-2007 05:20
Can be a few different reasons... but the most obvious (and common) reason is you don't want your textures any bigger than they have to be, for performance reasons. Unfortunately with power of two textures, you sometimes have to choose between bigger than you need, which costs performance, or smaller than you need, which looses detail.

For example, if you have a texture that has some text on it for a HUD, you might have to choose between having it 256x256, which blurs the text, or 256x512, which is bigger than you need but lets the text be readable, when 256x400 is all you need for the text to be legible.
_____________________
I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
Clifton Antonelli
Registered User
Join date: 27 Apr 2006
Posts: 24
06-24-2007 01:28
Thanks for all the responses. Guess I just never paid attention to it before. I only recently started making textures that were intended to fit certain sized prims. What I did figure out though, is that if you make your texture a size that isn't power of 2...SL will resize it (as was discussed in this thread) but when applied to the prim it will come out as planned.
Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
06-24-2007 22:13
From: Serenarra Trilling
When you can scale the size of a prim to any dimension, why do the textures need to be to a certain scale?


Textures do not have a scale. They only have pixel dimensions. Think of your prims like TVs. You can have small or large TVs but you receive the same information from the signals just like everyone else. The large TVs give a larger image, but they also become noticeably blurrer. So basically, you need to up the pixel dimensions to prevent blurriness where and when it matters.

If you are referring to the need for power of 2 dimensions, its a technical limitation related to how OpenGL, the graphics library/engine that SL uses, loads textures into memory.