Reputation: 13781
I'm developing an iPad 2 app which will overlay panoramic views on top of physical space using Cinder.
The panorama images are about 12900x4000 pixels; they are being loaded from the web.
Right now the line to load the image is:
mGhostTexture = gl::Texture( loadImage( loadUrl( "XXX.jpg" ) ) );
Works fine for small images (e.g. 500x500). Not so well for full images (the rendered texture becomes a large white box).
I assume I'm hitting a size limit. Does anyone know a way to render or split up large images in openGL and/or Cinder?
Upvotes: 1
Views: 1607
Reputation: 140
for OpenGL ES 2.0:
"The maximum 2D or cube map texture size is 2048 x 2048. This is also the maximum renderbuffer size and viewport size."1
also, seems a solution may be present here:
Using libpng to "split" an image into segments
Upvotes: 2