Just wondering as I seem to be hitting that limit.
Thanks
Tom [import]uid: 55068 topic_id: 10753 reply_id: 310753[/import]
Just wondering as I seem to be hitting that limit.
Thanks
Tom [import]uid: 55068 topic_id: 10753 reply_id: 310753[/import]
No, I’ve had images over 1000 pixels wide, but you have to set your config.lua file correctly else images rescale:
[lua]application =
{
content =
{
width = 320,
height = 480,
scale = “letterbox”,
fps = 30,
antialias = false,
xalign = “center”,
yalign = “center”
}
}[/lua] [import]uid: 33866 topic_id: 10753 reply_id: 39068[/import]
Aha perfect, thanks
Tom [import]uid: 55068 topic_id: 10753 reply_id: 39074[/import]
Hmm this is weird.
Today I set up a test.
I have this as my main.lua
[lua]background = display.newImage(“back1.png”);[/lua]
Loading an image 960 x 320 pixels.
Then I have this as my config.lua
[lua]application =
{
content =
{
width = 320,
height = 480,
scale = “letterbox”,
fps = 30,
antialias = false,
xalign = “center”,
yalign = “center”
}
}[/lua]
But the image is resised on the simulator so that it fits into 480, rather than spanning 960. I must be missing something?
Thanks
Tom [import]uid: 55068 topic_id: 10753 reply_id: 39153[/import]
Try:
[lua]local background = display.newImageRect( “back1.png”, 960, 320)
background:setReferencePoint( display.TopLeftReferencePoint )
background.x = 0
background.y = 0[/lua] [import]uid: 33866 topic_id: 10753 reply_id: 39157[/import]
Aha got it:
“The other catch is that all graphics larger than 512 x 512 must use the optional “true” flag in display.newImage(), which overrides the “safety feature” on older iPhones designed to automatically downscale large images.”
[lua]bigImage = display.newImage( “bigImage.png”, 100, 200, true )[/lua] [import]uid: 55068 topic_id: 10753 reply_id: 39158[/import]
Thanks, cl-apps! [import]uid: 55068 topic_id: 10753 reply_id: 39159[/import]