what is the longest image that supports the simulator?
The simulator adjusts the image to the screen if it is larger?
How change this?
It’s a tough question to answer. Different devices have different “Maximum Texture Size”. This could be anywhere between 1024x1024px, 2048x2048, 4096x4096 or higher. Generally the larger the screen and the newer the device the higher the value will be. The simulator, running on a computer tends to have a much larger MaxTextureSize. My Mac is like 16,384x16,384. You should not count on such large textures because devices where this will ultimately run will have a smaller size.
Android tends to resize large textures down to 2048x2048 because of various issues with older versions of Android.
Depending on how you load the image, determines if it scales to fit or shows the full sized image. If you are using:
display.newImage()
there is a 2nd parameter you can pass that will tell it to load it at full size:
myPic = display.newImage(“mypic.png”, true)
This has a max of 2048. If you use display.newImageRect() you have to pass in the width and height of the image. This will be the size. So if you need an image bigger than the screen, then simply pass in numbers bigger than the screen.
Rob
Perfect, Rob.
The problem that I have is very simple. I made a background that has to move while the object appears front advance. The fund is 1000 mm. long.
When running the simulator was set to the screen. I had never done a screen bigger than drawing.
The simulator adjusts the image to the screen if it is larger?
How change this?
It’s a tough question to answer. Different devices have different “Maximum Texture Size”. This could be anywhere between 1024x1024px, 2048x2048, 4096x4096 or higher. Generally the larger the screen and the newer the device the higher the value will be. The simulator, running on a computer tends to have a much larger MaxTextureSize. My Mac is like 16,384x16,384. You should not count on such large textures because devices where this will ultimately run will have a smaller size.
Android tends to resize large textures down to 2048x2048 because of various issues with older versions of Android.
Depending on how you load the image, determines if it scales to fit or shows the full sized image. If you are using:
display.newImage()
there is a 2nd parameter you can pass that will tell it to load it at full size:
myPic = display.newImage(“mypic.png”, true)
This has a max of 2048. If you use display.newImageRect() you have to pass in the width and height of the image. This will be the size. So if you need an image bigger than the screen, then simply pass in numbers bigger than the screen.
Rob
Perfect, Rob.
The problem that I have is very simple. I made a background that has to move while the object appears front advance. The fund is 1000 mm. long.
When running the simulator was set to the screen. I had never done a screen bigger than drawing.