> For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.gta.clothing/cloth-modding/textures-power-of-two.md).

# Textures and Power of Two

## Introduction <a href="#introduction" id="introduction"></a>

If you've already tried modding clothing or props before, you might have been told to make sure your textures follow the 'Power of 2' rule. Durty Cloth Tool recommends exact power-of-two dimensions for predictable GTA clothing texture handling, mipmaps, and optimization.

A power-of-two texture has a width and height that are each an exact power of two: `16`, `32`, `64`, `128`, `256`, `512`, `1024`, `2048`, and so on. Being divisible by two or eight is not enough for this guidance. For example, `512 × 256` follows the rule, while `500 × 256` and `768 × 512` do not.

The image does **not** need to be square. `1024 × 128` and `512 × 256` are both valid. Choose the smallest size that keeps the item looking good; making every texture 2048 or 4096 wastes streaming memory without improving a small or distant item.

Textures should also contain appropriate mipmaps. Mipmaps are smaller copies used as the item moves farther from the camera; missing or poor mipmaps can cause shimmering and unnecessary texture work. Durty Cloth Tool can report non-power-of-two dimensions and missing mipmaps in the [Cloth Analysis Report](/basics/essential-knowledge/cloth-analysis-report.md), and [Optimizing Clothes](/basics/essential-knowledge/optimizing-clothes.md) can fix many straightforward cases. If changing the dimensions would distort the aspect ratio, resize the source image manually instead.

<figure><img src="https://maneki-neko-1.gitbook.io/~gitbook/image?url=https%3A%2F%2F970011517-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FzlVJDcNwypyuPEqM4G8Q%252Fuploads%252FFgnlatgZqQxmoI1DkQjf%252Fpowerof2.png%3Falt%3Dmedia%26token%3D3370cfe4-f4d5-4f72-900d-b3d7b2453793&#x26;width=768&#x26;dpr=4&#x26;quality=100&#x26;sign=3283d522&#x26;sv=1" alt=""><figcaption></figcaption></figure>

For more background, see this [power-of-two texture article](https://www.katsbits.com/tutorials/textures/make-better-textures-correct-size-and-power-of-two.php).
