I am finding that images larger the 1024 width do no load, no error is reported, I tried changing the format from jpg to png and back, only if I crop the image down to less than 1024 it works, 1 pixel bigger and its a white screen.
Simple code. My image is 1920 x 767. I am attempting to have a scrolling back drop. a view of Hong Kong, but alas. my only work around is to make 2 images and nit them together. Is this a limitation, bug or feature? or have I missed somthing somewhere.
local background = Bitmap.new(Texture.new("images/HongKong.jpg"))
stage:addChild(background) |
Regards
Cyber
Comments
For more detail:http://www.opengl.org/archives/resources/faq/technical/texture.htm
"21.130 What's the maximum size texture map my device will render hardware accelerated?"
Website: http://www.castlegateinteractive.com
https://play.google.com/store/apps/developer?id=Castlegate+Interactive
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1024x1024 I think was a minimum to work on all devices. But newer devices can handle more, thus there can't be a limitation inside Gideros itself.
But you can use Gideros Auto Image resolution, which would load larger graphics on higher res devices automatically:
http://docs.giderosmobile.com/automatic_image_resolution.html
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Have you actually tried it? would like to see if I got some settings mixed up!
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Likes: Cyberience, fxone
Ill give it a try on the Mac later.
The Image that doesnt display is attached....
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Basically it shows the image on any device I tested, laptop, PC, Ipad and even my very old Android phone (which I was surprised it showed the image)
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Likes: hgvyas123
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