What is max size for Mojo2 frames Image import?

Monkey Forums/Monkey Beginners/What is max size for Mojo2 frames Image import?

RedGTurtlepa(Posted 2016) [#1]
Turns out images over a certain horizontal length will cause the Mojo2 Image.LoadFrames("path::String", FrameCount) to bug out and cause it to only render all black frames (of the right size and dimension). Its a very disheartening bug.

1. Is this something only found in Mojo2?

2. Is this something relating to the limitations of OpenGL shaders or materials?

3. Have any of you encountered it?


I found this out from importing a very wide image (in frames).


Shinkiro1(Posted 2016) [#2]
First, how big is your image exactly?
Maximum texture size is something that depends on your graphics card.
Should be 16384px for most cards, olders might have 8192.

If you are on old iOS devices you might even have a max size of 1024/2048px.


Gerry Quinn(Posted 2016) [#3]
Sounds like the graphics card, it's hard to think of any reason why the mojo2 code would care short of hitting int size limits.

I suspect most coders don't use frames, so few will have noticed this. Personally I prefer a rectangular layout when I am storing multiple images, and the hard core use packers.