Large PNG won't load for orxGRAPHIC

I'm having trouble specifying a large PNG file as the texture for an orxGRAPHIC.

I'm getting this error message from the console:
[2012-02-12 11:20:47] <DISPLAY> (orxTexture_CreateFromFile() - c:sdkandroid-ndk-r7sourcesorxcodesrcdisplayorxtexture.c:428) Failed to load bitmap and link it to texture.

When I save as a small JPEG, that works ok, but I wanted to use PNG for transparency.

Is it a file size or dimensions limitation?

Here's the PNG and JPEG: https://www.yousendit.com/download/T2dma3NYcVhRR2Z2bk1UQw

Comments

  • edited February 2012
    Hiya Acksys,

    I've just tested with both your images, and I do have trouble with your png -- however! It seems the problem with your png is not the file size, but the encoding.

    I have re-encoded using Paint.Net, as well as created a much larger (11mb compared to 6) version. Both of my own versions work without issue.

    http://grey.orx-project.org/acksys/planet2.png (5mb reencode, no quality loss)
    http://grey.orx-project.org/acksys/planet3.png (11mb double resolution)
  • edited February 2012
    Thanks, Grey. Our artist rendered 40 frames in Maya and sent them to me, and I used the montage utility in ImageMagick to concatenate them into a sprite sheet.

    Now that I know this is not a limitation imposed by file size or resolution, I may go back to Montage and see what options I have there.

    Thanks for the input.
  • edited February 2012
    My goodness gracious, those textures are huge. :)

    If your target is iOS, for example, the max size of a texture is 1024x1024 on older devices (OpenGL 1.1) and 2048x2048 on recent ones (OpenGL 2.0).
    So keep in mind that what works on your computer (probably up to 4096x4096 or so) won't work on more modest devices. :)

    Keep also in mind that an uncompressed 2048x2048 texture takes 16MiB in memory. :)
  • edited February 2012
    Thanks. Ya, I have already warned him we will need something significantly lighter in production :D
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