So I'm having a discussion about this on another forum.
I'm of the opinion that you should always use textures which are powers of two, because then you don't have to worry about it potentially not working.
The other person is saying that because NPOT textures
should be supported everywhere, you should use them because they're more convenient and you don't need to do any texture coordinate manipulation.
BUT, in practice it appears that the convenient
GL_ARB_texture_non_power_of_two extension (which would mean you can just use NPOT textures exactly as you would normally) is not guaranteed to be implemented (even though it's been part of the spec since 2004 or something). The
GL_ARB_texture_rectangle extension is more widely available (to the point that you don't need to check for it?) but requires different code to use it.
I did a search and found two highly informative posts by
Saint about this:
http://forums.tigsource.com/index.php?topic=2670.msg70163#msg70163http://forums.tigsource.com/index.php?topic=2670.msg70163#msg70163They go into a lot more detail than I have here.
So, does anyone have opinions? Advice?