I've read a lot about the importance of using powers of 2 png's for textures when using OpenGL ES. However, how does this relate to Google's own documentation regarding the resizing of graphics for the various screen density's. I will explain:
Let's say I have a 256 x 256 texture that I use for in the XHDPI folder for use on Extra High Density screens. Using Google's own recommended scaling factors, I would scale this by 75% to use in my HDPI folder, it would then become 185 by 185 which isn't a power of 2?
Could someone clear this up for me?
As noted, I'm asking specifically with regards to 2D sprites using quads.