I’ve search through a few posts, it seems like many similar questions have been asked, so sorry if I repeat.
All my textures for 3D objects were made square square power of 2s and they work fine. All my GUI stuff (backgrounds/buttons/HUD items) however were made to the size i wanted them (non-square,non POT). For now I’ve just set the import settings to scale them up, but this is causing a few problems. even after scaling them up the Texture still says “not compressed yet”. Also when calling DrawTexture, i can’t get them to stretch. They display as a skewed square. I’ve played around with all the “stretch width/height” options for the GUI style. I am I missing something here?
I’m also a bit confused as to what a “GUI Texture” is all mine come in as “Texture 2D” and i’m not sure if they need to be a gui texture.
Edit: correction the DrawTexture does fine, the GUI.Button() is what is not stretching.
I have been playing with my generic OK button. it’s real diminsions are 74x47, I’ve converted the PNG to 128x128 and put the button in the top left corner (the rest transparent). now when I call GUI.Button() i either have to make the effective button size 128x128, even though you only see a much smaller button. i’ve tried playing with the width,height and stretch settings to no avail.
I must be missing something here. Does everyone use power of 2 images for there GUI calls?
they actually run fine on my iphone 3G as non power of 2, but i’m not sure that will be the case on older devices.
Okay, maybe I’m thinking to much about this one. I can’t seem to find the post that made me think i needed to have my gui elements POT. I’ll keep them as is unless a problem comes up.