That seems like a lot of images.
Loading them isn’t going to be a Corona issue. It is going to be a question of:
Also you want to be sure your images are saved in a valid format.
Questions:
- Can you use Corona to display that problem image all by itself?
- Can you edit it with photoshop or some other editor?
- If so, what editor?
Try re-saving the image to fix the format.
As far as loading lots of images but being smart about memory usage take a look at this example I made a long time ago:
https://github.com/roaminggamer/RG_FreeStuff/raw/master/AskEd/2014/10/Texture%20Memory%20Management.zip
This sample demos the impact of trying to load and display many images all at once. It comes with three examples.
Before the examples run, the code duplicates 3 images over and over in temporary storage so each one is a uniquely named file. By default the example does this 100 times, but you can increase that in main.lua
Then, main.lua loads one of the three examples by requireing it.
- example1.lua - Brute force loads all images at once.
- example2.lua - Uses helper in onScreen.lua to fill the image just before it comes on screen and unfill it when it goes off.
- example2.lua - Similar to #2 with different settings. Notice the images are all white for a moment.
I just re-ran this on my machine for 250 images and got these results:
-
SUPER SLOW LOAD --> Main mem: ~ 1 MB, Texture mem: 840 MB
-
Good perfomance --> Main mem: ~ 1 MB, Texture mem: 19…22 MB varying over time.
3. Good perfomance --> Main mem: ~ 1 MB, Texture mem: 19…22 MB varying over time.
Tip: If you tweak the number of images, be sure to open the sandbox and delete all of the files in temporary and documents, the re-run the sample.
Note: The delay when running the demo is the file copying and duplication, and a little loading time.