I’m working on a project that has levels made up of two very large images. (about 640x8100). both of these images have shown up on the simulator and the xCode simulator just fine, but when I try to load the app on the device (an iPod Touch 4 running iOS 6 beta 4), both images are scaled to 0.5x their original size. Is there some sort of size limit for images on devices that might cause this? I know about the 8196 px. size limit on the Corona Simulator, but it wasn’t clear if there are different limits on the device.
If this isn’t a problem of the image being too large, does anyone have any idea why this might be happening? [import]uid: 38000 topic_id: 30387 reply_id: 330387[/import]
Add a boolean true parameter to your newImage calls. [import]uid: 160496 topic_id: 30387 reply_id: 121748[/import]
I’ve done that. Here’s my code:
background1 = display.newImage( "bkg1.png", 0, 0, true )
group:insert(background1)
background1:setReferencePoint(display.BottomLeftReferencePoint)
background1.x, background1.y = 0, 960
background2 = display.newImage( "bkg2.png", 0, 0, true)
background2:setReferencePoint(display.BottomLeftReferencePoint)
background2.x, background2.y = 0, -7230
group:insert(background2)
[import]uid: 38000 topic_id: 30387 reply_id: 121900[/import]
Add a boolean true parameter to your newImage calls. [import]uid: 160496 topic_id: 30387 reply_id: 121748[/import]
I’ve done that. Here’s my code:
background1 = display.newImage( "bkg1.png", 0, 0, true )
group:insert(background1)
background1:setReferencePoint(display.BottomLeftReferencePoint)
background1.x, background1.y = 0, 960
background2 = display.newImage( "bkg2.png", 0, 0, true)
background2:setReferencePoint(display.BottomLeftReferencePoint)
background2.x, background2.y = 0, -7230
group:insert(background2)
[import]uid: 38000 topic_id: 30387 reply_id: 121900[/import]