I’m trying to start a 2d opengl game, and I have 2 choices for sprite textures that are loaded onto quads (that I can see): make a texture in PS and scale it up with “nearest neighbour” and load it in; Or load in the small texture and do blending with these two lines of code:
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
My thinking is that both ways the texture would take up the same amount of VRAM, but the second way would require more processing power (during game execution, that is, albeit not that much). Do you agree with me?