slifty
slifty

Reputation: 13781

Rendering large textures on iOS OpenGL

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

Answers (1)

SQueryL
SQueryL

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

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