Does anyone know why GLSprite only works with .png of size 256x256?
I have used the GLSprite code unaltered except for swapping the default png with either a 32x32 or 16x16 image. This results in messed up texture mapping. However if I put in any 256x256 images, the textures map properly.
Is this a problem with GLSprite's image loader or do I somehow misunderstand the way texture mapping occurs for images that are not 256x256 pixels?
Thanks,
Anthony
I have used the GLSprite code unaltered except for swapping the default png with either a 32x32 or 16x16 image. This results in messed up texture mapping. However if I put in any 256x256 images, the textures map properly.
Is this a problem with GLSprite's image loader or do I somehow misunderstand the way texture mapping occurs for images that are not 256x256 pixels?
Thanks,
Anthony