My app animates images using OpenGL 2D textures (I chop the image up
and mipmap it etc). I use client storage to avoid big uploads - all
the usual stuff. App works great on Jaguar and Panther - any size
image - whatever.
However on Tiger users are have trouble with large images (2000x3000
pixels) - the textures are all corrupted - looks like a row bytes
issue or something.
Anyway I thought I'd get out trusty OpenGL Profiler to have a look at
the textures and the mipmapping - but the Resource window is acting
up. All the textures are labelled in red and when I click on one I
get a texture size of 1x1 and no texture.
This is happening even when the app is working correctly - meaning
producing clean output (using smaller 1500x1000 images)
So any suggestions on either of these issues?
Thanks,
Robert.
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