   Drawing large images leaves lackluster quality?
  I have a 1024x768 window and I want to draw a nice, high quality 1024x768 JPEG image on it. We're using DevIL as our image library. Well the image draws sure enough, but the quality is REALLY bad. So I asked my graphics programmer about this a while ago and he said it could be because:1) The image height isn't a power of two.2) We're using the GL_NEAREST flag for debugging, but we'll use the GL_LINEAR flag in our actual game.Here is the code in question:void GameVideo::LoadTexture(ImageDescriptor &id) {id.texid = ilutGLLoadImage((char *)id.filename.c_str());glBindTexture(GL_TEXTURE_2D, id.texid);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);glBindTexture(GL_TEXTURE_2D, 0);}So first I edited the image to make it 1024x1024, and set up the drawing view so the extra bottom area I added is off the screen and hence not drawn. That didn't make it look better at all (the code automatically sets the image to the next highest power of 2 if needed anyway). Then I tried swapping those GL_NEAREST flags with GL_LINEAR and it looked better, but still pretty far from how sharp the image should have looked.So...what's going on? The code works great when displaying smaller (32x32) images, and if I draw the big image in a size of 256x256 or 512x512 it looks incredibly better (but smaller obviously). I'm not very familiar with OpenGL, so can someone explain to me if there's something wrong here and maybe suggest a method to draw large, high-quality images? Thanks [smile]   
  I had problems with DevIL a while back, and I tracked it down to ilu/ilut* calls for loading. I changed that to ilLoadImage instead and now it works much much better.I don't know if there might be an error in the ilu/ilut code or if I did something wrong, but just using plain: ilLoadImage, ilCopyPixels and ilDeleteImages works for me.Good luck!   ;  Hmm interesting. Yeah I started reading the documentation for DevIL and I see something like 8 different functions for loading...0_o Well I'm sure one of them has got to to the job right [grin]Thanks for the tip!   ;  I wouldn't count on OpenIL to manage my textures, just use the image loading functions and manage your textures by yourself. The filtering shouldn't make much of a difference since you are going for a 1:1 aspect of image:screen size. You could save memory by drawing 128x128 tiles from the 1024x768 image, loading them as you render.PS. IIRC ilLoadImage(.., IL_FORMAT_UNKNOWN) will load the file using its extension to get its type.    Make sure your ortho matrix is setup nicely.   