I found a way to do this without using any external libraries:
if (bitmap.getHeight() > GL10.GL_MAX_TEXTURE_SIZE) {
// this is the case when the bitmap fails to load
float aspect_ratio = ((float)bitmap.getHeight())/((float)bitmap.getWidth());
Bitmap scaledBitmap = Bitmap.createBitmap(bitmap, 0, 0,
(int) ((GL10.GL_MAX_TEXTURE_SIZE*0.9)*aspect_ratio),
(int) (GL10.GL_MAX_TEXTURE_SIZE*0.9));
imageView.setImageBitmap(scaledBitmap);
}
else{
// for bitmaps with dimensions that lie within the limits, load the image normally
if (Build.VERSION.SDK_INT >= 16) {
BitmapDrawable ob = new BitmapDrawable(getResources(), bitmap);
imageView.setBackground(ob);
} else {
imageView.setImageBitmap(bitmap);
}
}
Basically, the maximum image dimensions are a system-imposed limit. The above approach will correctly resize bitmaps that exceed this limit. However, only a portion of the entire image will be loaded. To change the region displayed, you can alter the x
and y
parameters of the createBitmap()
method.
This approach handles bitmaps of any size, including pictures taken with professional cameras.
References:
Android Universal Image Loader.