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I'm developing an iPad 2 app which will overlay panoramic views on top of physical space using Cinder.

The panorama images are about 12900x4000 pixels; they are being loaded from the web.

Right now the line to load the image is:

mGhostTexture = gl::Texture( loadImage( loadUrl( "XXX.jpg" ) ) );

Works fine for small images (e.g. 500x500). Not so well for full images (the rendered texture becomes a large white box).

I assume I'm hitting a size limit. Does anyone know a way to render or split up large images in openGL and/or Cinder?

genpfault
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slifty
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  • Textures in OpenGL ES have to be powers of two last time I checked, things may have changed though. (Doesn't answer your question but hopefully helps you out) And the maximum texture size varies for different devices, however the iPhone 3GS+'s max texture size is 2048x2048 – Adam Casey Mar 31 '11 at 21:28

1 Answers1

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for OpenGL ES 2.0:

"The maximum 2D or cube map texture size is 2048 x 2048. This is also the maximum renderbuffer size and viewport size."1

also, seems a solution may be present here:

Using libpng to "split" an image into segments

Community
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SQueryL
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