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Old 05-05-2008
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what that means, is that for optimal results, your texture dimensions (the image file itself) will be in squares of two.

2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, and 4096 are all squares of two.

You can have any combination of these numbers to some degree, and the texture will display properly.

for example, a 512x512 texture... or a 512x1024. 1024x1024 and 2048x1024 will also work. even a 2048x512 will work. The main thing is to keep the texture dimensions as squares of two.

I'd strongly recommend against using image size to stretch or squish the image to those dimensions, rather I'd resize the largest dimension uniformly to the nearest square of two, then use canvass size to add blank data until the image dimensions are squares of two.

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