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HD Cape Resolution #31
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That's because of how OpenGL wants textures, I think. What happens when Minecraft gets a texture is it fills in the pixels to be 64x32. Mine is appearantly not doing this. It's not a huge issue, but if you want to try it should be in something like HDImageBuffer or something like that.
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Ah, that's true. Minecraft only renders dimensions with multiples of 4, right? I tried fooling around with it to no avail. |
No, GL just wants textures with a resolution divisible by 8 or something.. |
Oh, I just realized what you were trying to do... 22x17 works for you, right? I agree it doesn't make a ton of sense, but it's hard to find the resolution of a cape when it can be anything instead of locked to 64x32. So we stick with letting the user make sure he has the correct resolution. |
It seems odd to require a resolution that is not divisible by the regular
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it would be 64x32 and have a 22x17 texture in top left. Then just scale it up for different resolutions.. I suppose I could think up some algorithm. But it might be more work than it's worth.. I don't have a ton of time these days. |
Hmm, that's odd, sounds pointless to me. If you're scaling up the image,
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I meant just scale it up to get the template of where to put the texture.. |
Currently, HD capes are supported as long as the resolution is 64x32 or some greater multiple of that. Why is this? It seems to me it would be more logical for the image to be a resolution of 22x17, e.g. 44x34, 88x51, etc. I tried fiddling with the code but couldn't get it to work.
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