Is there any way using Gideros to find the maximum texture for a device? Will the texture simply fail to load?
Using the autoscaling, if I have a 1k x 1k texture with a 2k x 2k copy, will it use the 1k version if the 2k version doesn't load because the texture is too big?
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And thus my question would be:
Is there any way without Gideros to find the maximum texture for a device?
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or/and
int[] maxTextureSize = new int[1];
gl.glGetIntegerv(GL10.GL_MAX_TEXTURE_SIZE, maxTextureSize, 0);
I think the image scale system should not bother loading a scaled image if that image is too large for the current hardware's max texture size - it should fall back to a smaller size (the largest that will fit). If it eventually does fail then the result code for the load should reflect this so the program can exit gracefully.
and/or
if the load fails because the scaled image is too high to fit in memory then there should be a way to load an image and force the scaling to be disabled for that load.
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