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Whats the maximum size texture map my device will render hardware accelerated?

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Whats the maximum size texture map my device will render hardware accelerated?

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A good OpenGL implementation will render with hardware acceleration whenever possible. However, the implementation is free to not render hardware accelerated. OpenGL doesn’t provide a mechanism to ensure that an application is using hardware acceleration, nor to query that it’s using hardware acceleration. With this information in mind, the following may still be useful: You can obtain an estimate of the maximum texture size your implementation supports with the following call: GLint texSize; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texSize); If your texture isn’t hardware accelerated, but still within the size restrictions returned by GL_MAX_TEXTURE_SIZE, it should still render correctly. This is only an estimate, because the glGet*() function doesn’t know what format, internalformat, type, and other parameters you’ll be using for any given texture. OpenGL 1.1 and greater solves this problem by allowing texture proxy. Here’s an example of using texture proxy: glTexImage2D(GL_PROXY_TEXTURE_

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