Now and then I read about problems with non-square and non-power-of-two textures with OpenGL. I know that old OpenGL implementations had such restrictions, but I want to ask, is this still the case?
I’ve tested fairly arbitrary texture sizes on three PCs (two desktop, one laptop, all Windows 7, was too lazy to remember the graphics hardware specs of each), and noticed no problems. Do I need to go through the extra hoops in adjusting my textures, or can I continue with my arbitrarily sized textures?