Hi,
The title says it all. Of course the texture will not be completely visible on the screen. And I can make it always draw just the visible part (With glTexCoord2f
and then glVertex2f
). (It is the big "level"-image, which I have to move around for a sliding camera). Notice this rendering has to be real-time in my game (game is written in C++
).
A short calculation:
2,500 * 2,500 = 6,250,000 pixels 6,250,000 pixels * 4 bytes / pixel = 25,000,000 bytes 25,000,000 bytes = 23.8 MiB
So, is 23.8 MiB
not to much for a cross-platform commercial game? Knowing that people can have all sorts of graphical cards.
Thanks