It would be much easier for production if a scale like 1 texel=1 cm was used, and the artist just made a texture however tall it needed to be. Is there still any reason to use textures sized to powers of 2? If so, is there a way around the problem that will work on all new-ish gfx cards?
Please don’t tell me that I can just resize the texture and map it correctly. I KNOW that. When using an editor that auto-generates UV coordinates, it is much easier to line the geometry up with the texture if the texture is some regular size, i.e. it’s going to be hard to line up the window geometry on a wall that is 244 cm high and has a 512x512 texture on it.