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Re: Re: NSGLImage doesnt open large images
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Re: Re: NSGLImage doesnt open large images


  • Subject: Re: Re: NSGLImage doesnt open large images
  • From: "Pradeep Kumar" <email@hidden>
  • Date: 11 Mar 2005 00:28:00 -0000

Hi John

Yes, there is a query for this. I get a value 2048. So whenever the image size is greater than
2048 pixs in width or height the image doesn't display. However there are some images
which are less than this size which doesnt display properly. Although openGL doesn't report
any error for such images, it displays garbled up. It's like there is some difference in the
parameters between the image and the parameters that are used by openGL. It's like some
kind of mismatch in the row bytes.

I am reconsidering the use of openGL for displaying images because of these issues unless
someone has a way to solve this problem.

--
P


On Fri, 11 Mar 2005 John Stiles wrote :
>My guess would be that you're going over the maximum texture size.
>OpenGL doesn't let you create arbitrarily large textures; there's a limit. I'm pretty sure the
limit is queryable.
>
>
>On Mar 10, 2005, at 12:31 PM, Pradeep Kumar wrote:
>
>>  Hi
>>
>>  I have been trying to use NSGLImage sample code provided by Apple. It works fine for
small
>>  images (less than 2300pixs width). But for larger images (> 2400 pixs) it gives an error
>>  WARNING: OpenGL Error 0x501 while loading texture with glTexImage2D()
>>
>>  The view doesnt display the image. The image is a JPEG image taken using a 5MP
digital
>>  camera.
>>
>>  Does anyone know why this is happening? I am new to openGL.
>>
>>  TIA
>>  prady
>>
>>
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