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


  • Subject: Re: NSGLImage doesnt open large images
  • From: John Stiles <email@hidden>
  • Date: Thu, 10 Mar 2005 17:04:35 -0800

If you must display gigantic images, split it up into multiple textures and do it that way. Look into GL_UNPACK_ROW_LENGTH and friends to upload a texture with non-contiguous scanlines.


On Mar 10, 2005, at 5:02 PM, Pradeep Kumar wrote:

It seems the minimum texture size is 16x16. For the images that are displayed garbled, the
size was not a multiple of 16. All images that are multiples of 16 and less than 2048 display
correctly. Other images dont display.


This raises the question, is OpenGL ideal for displaying static images? Any thoughts?

 -
 prady


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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References: 
 >Re: Re: NSGLImage doesnt open large images (From: "Pradeep Kumar" <email@hidden>)

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