I've run into a problem where some of the models that I'm loading can have very large textures (2000x2000 for example). While my desktop computer can load them just fine, my laptop gets a segfault at the glTexImage
call. I've thought of a couple of things I can do in this situation:
Before giving the image to OpenGL, I could downscale it so it's below the max texture size, but I'm not sure how to then stretch the image to its original width and height
I could also outright refuse to load the texture, and replace it with a generic repeating texture, like Valve's black and purple grid, but this isn't at all reliable or desired
Are these two options viable? How is it done with game engines like Unity or Source? Are there any other options that are better than my ideas?
malloc
doesn't return nullptr and so on \$\endgroup\$ – tkausl Oct 13 '16 at 12:09