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HelloWorld123

Frame does not fit inside base Texture dimensions

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var imageContainer = new PIXI.Container();

PIXI.loader.add("http://127.0.0.1:54508/resources/data/data.jpg").load(function(loader, resources){
        var base = resources['http://127.0.0.1:54508/resources/data/data.jpg'].texture.baseTexture; 
        var maxWidth  = 2048;
        var maxHeight = 2048;
        
        for (var x = 0; x < base.width; x += maxWidth){
            for (var y = 0; y < base.height; y += maxHeight){
                
                var minWidth  = Math.min(maxWidth, base.width - x);
                var minHeight = Math.min(maxHeight, base.height - y);

                var canvas = document.createElement('canvas');
                    canvas.width = minWidth;
                    canvas.height = minHeight;
                    canvas.getContext('2d').drawImage(base.source, -x, -y);
                
                var texture = new PIXI.Texture(
                    PIXI.BaseTexture.fromCanvas(canvas),
                    new PIXI.Rectangle(x, y, minWidth, minHeight)
                );
                
                var sprite = new PIXI.Sprite(texture);
                imageContainer.addChild(sprite);
            } 
        }        
        viewport.addChild(imageContainer);              
    });

This is a silly question but i'm banging my head for an hour and can't figure it out :( 

I'm trying to split an image into smaller texture chunks but i'm getting frame does not fit inside base texture dimensions and i'm not sure why this is happening :D

The image height is 3106 and after the second iteration of the inner loop the y is 2048 and minWidth = 1058 so it should work there is not third iteration of the inner loop to give out of bounds error ...

Thanks for reading .

also i'm not familiar with ES6 yet, so don't judge :D

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