Ville Syrj�l� wrote:

You can set the hardware limits via device_info->limits.surface_max_power_of_two_{bytepitch,pixelpith}. If either one of those is set (and the surface height is below max_power_of_two_height, which you must set also) the memory allocator will use power of two pitch.

That approach works quite well for blitting since the coordinates will get clipped. But with triangles you should get ugly results if you specify texture coordinates beyond 1.0.



Oh, I see. I missed the simple trick. Thank you.
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