Doing 2d with 3d (OpenGl/Xith/Java3d)

[quote]About your texture-animation problem, why not put all the frames for one set of animation on a single texture?
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I do something similar already: all sprites of one animation cycle are inside one large texture (512x512).

[quote]BTW, I have a related question, since I’m also planning a 2D game with LWJGL. According to the OpenGL tutorials I’ve read, you’re supposed to not use textures above something like 512x512. If that’s the case, then how does one go about doing big objects, like a backround, or a huge sprite sheet?
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Current 3d cards support larger textures, 2048x2048 for example.


int tmp[] = new int[1];
gl.glGetIntegerv(GL.GL_MAX_TEXTURE_SIZE, tmp);
System.out.println("Max Texturesize: " + tmp[0] + " pixel");

However, to be more compatible with older cards, you could always cut your very large picture into smaller 512x512 texture pieces and use several quad polygons then to assemble it.

When you draw a (textured) polygon with glVertex2i(…) is the top right corner’s coordinate pair inclusive or exclusive?
I couldn’t find a hint inside the OpenGL redbook.
Currently I’m using it inclusive and it looks OK.
So for example when a bitmap texture is 100 pixels in size (square) and you want your magical 1:1 texel to pixel ratio, I do:
glVertex(0, 0)
glVertex(100, 0)
glVertex(100, 100)
glVertex(0, 100)
… and it looks OK. Which needn’t mean anything. Maybe actually it draws 101 pixels.

Anybody?