Question: I have a factory that takes in `IEnumerable<IPredicate>` in the constructor. My factory signature looks like this.

```
public ServiceFactory(IEnumerable<IPredicate> predicates)

```

And here is my Windsor registering code.

```
container.Kernel.Resolver.AddSubResolver(new CollectionResolver(container.Kernel, false));

container.Register(Component
    .For<IServiceFactory>()
    .ImplementedBy<ServiceFactory>());
container.Register(AllTypes.
    FromThisAssembly().
    BasedOn<IPredicate>().
    WithService.AllInterfaces());
container.Register(Component
    .For<IEnumerable<IPredicate>>());

```

Windsor throws an exception when I resolve `IServiceFactory` because it says I haven't registered constructor parameter `predicates`. But as you can see the third component I register is the thing it says I haven't registered.

The exception is:

```
Keys (components with specific keys)
- predicates which was not registered.

```

What am I missing?

The odd thing is that I originally wrote this code in a separate project and imported it into my production project. Is it possible that I have another installer interfering with this?

I'm using Castle Windsor v2.5.1.0.

Answer: 
Check the spec or the [docs](http://www.opengl.org/sdk/docs/man/xhtml/glTexImage2D.xml):

For power-of-two textures and ignoring borders `width = 2^n` and `height = 2^m`, where `n` and `m` can be different numbers.

`width` or `height` cannot exceed [`GL_MAX_TEXTURE_SIZE`](http://www.opengl.org/sdk/docs/man/xhtml/glGet.xml).

As far as performance goes you can't really know ahead of time if a given GL implementation uses [linear or tiled](http://www.x.org/wiki/Development/Documentation/HowVideoCardsWork#VideoRam) texture representations internally. A tiled implementation won't really care if you have a 1024x16 or 16x1024 texture, since all the caches see are little (for example) 16x16 chunks of texels. A linear implementation will have a much better cache hit rate on a 16x1024 texture than a 1024x16, assuming row-major storage.
no there is no such limit on the size of textures. if there were such limit it would be impossible difficult to apply textures to a complex 3d model.