09-05-2013 08:07 AM - edited 09-05-2013 08:08 AM
WebGL has a function to query the maximum texture size:
C/C++ OpenGL2 has a similar function:
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmax);
On both PowerVR and Adreno, both functions return 4096.
However, in WebGL, textures of 4096x4096 (or even 4096x256) are not rendered on either chipset. Test page: http://innovatology.nl/clients/rim/bb10/webglbug3/ (click here for QR code). I have not tested in C/C++ yet.
There seems to be some confusion on max_texture_size:
09-11-2013 11:20 AM - edited 09-17-2013 07:30 AM
Hello there, apologies for the delay. I've been doing some digging but can't seem to find any existing issues in the system that call this out directly.
In testing on my 10.2 device, one of the more recent builds, and the test case here:
Is actually rendering for both 2048x2048 and 4096x4096 textures.
My initial guess is that there as originally a rendering issue which has been addressed. I've reached out to our development teams to see if they can help identify which OS versions this should be fixed in.
EDIT: Kudos for the QR code. That was a nice convenience :-)
EDIT2: Confirmed that this is fixed in 10.2. It was logged internally a while back and addressed by the dev teams, but hasn't made it to a public build just yet.