Old 3D cards such as the vodoo series have a maximum texture size of 256x256, anything bigger than that will be reduced in size and will look pretty ugly. Now, what I want to know is whether loading a texture with LoadAnimTexture will load the entire picture into a texture buffer, then paint a small segment of that texture onto the sprite/model, or does it load several smaller texture buffers.
So if I have an animation tile with 4 256x256 frames strung together into a 1024x256 texture, would it display correctly on an old vodoo card?
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