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jadar avatar jadar commented on September 15, 2024

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.

On Oct 15, 2014, at 12:12 PM, NomNuggetNom [email protected] wrote:

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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NomNuggetNom avatar NomNuggetNom commented on September 15, 2024

Ah, that's true. Minecraft only renders dimensions with multiples of 4, right? I tried fooling around with it to no avail.

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jadar avatar jadar commented on September 15, 2024

No, GL just wants textures with a resolution divisible by 8 or something..

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jadar avatar jadar commented on September 15, 2024

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.

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NomNuggetNom avatar NomNuggetNom commented on September 15, 2024

It seems odd to require a resolution that is not divisible by the regular
cape resolution. What would a 64x32 cape look like (not in game, but in
Photoshop or something).
On Oct 16, 2014 10:28 AM, "jadar" [email protected] wrote:

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.


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jadar avatar jadar commented on September 15, 2024

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.

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NomNuggetNom avatar NomNuggetNom commented on September 15, 2024

Hmm, that's odd, sounds pointless to me. If you're scaling up the image,
it's still just 22x17 and has no more detail. And I understand. I'll try
and work something out too.
On Oct 16, 2014 11:42 AM, "jadar" [email protected] wrote:

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.


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#31 (comment).

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jadar avatar jadar commented on September 15, 2024

I meant just scale it up to get the template of where to put the texture..

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