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OpenGL limits the texture resolution to always be a power of two (i.e. 16, 32, 64, 128, etc.). However this is not restricted to aspect ratio, so you can have 512x256 rectangular textures as well.
Actually I read that in newer versions of OpenGL, non power of two (NPOT) textures are supported, but I know too little about that to come up with a possible solution for you. My solution would be to find a Photoshop script that automatically places and fits every image in a 1024x1024 texture, and then edit the texture coordinates in Vizard to get the result you want. |
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aspect ratio, scaling, texture |
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