Chendler Posted September 18, 2014 Share Posted September 18, 2014 Hello, comunity and Rich. I have the follow bug only on Nexus 7.In my game I have wide tilesprite with width more than 3500px. And it doesn't display on Nexus 7. Just black screen instead of background. I've tried to short this sprite, and if it less than 2000px - it works great. p.s. Background png file size about 500Kb (I also have sprite more than 800Kb and width 8190px - 50 frames - it works great). But tilesprite not Link to comment Share on other sites More sharing options...
chg Posted September 18, 2014 Share Posted September 18, 2014 I don't think it's a bug that it doesn't work. I think you should expect to be constrained by the Max Texture Size [ webgl.getParameter(webgl.MAX_TEXTURE_SIZE) ] supported by the device's GPU (Max Texture Size on my Nexus 7 is 2048 pixels), especially when using the webgl renderer (the browser likely has tricks to support larger textures with an accelerated canvas) Chendler 1 Link to comment Share on other sites More sharing options...
Robske Posted September 18, 2014 Share Posted September 18, 2014 This is not a bug. Android dictates a maximum image size, limited by the API an available memory. You will find the same issue in a native app. There is no way around this. Even with a normal canvas. One way to work around this is use smaller textures. Chendler 1 Link to comment Share on other sites More sharing options...
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