Graphic import error: "too large to safely use"?

ColorplayGamesColorplayGames PRO Posts: 69
edited November -1 in Working with GS (Mac)
Hi all,
When importing a graphic for an iPad game I'm getting the error:
"The image imagename.png is too large to safely use in GameSalad"
My options are "Skip" or "Resize" so unfortunately I can't override it.

The image in question is 1300x256 pixels, not that much larger than an iPad screen.

What is the maximum size allowed for graphics? (Sorry if this is already posted somewhere, I searched but couldn't find it). Is there a workaround? I'm not sure I understand why this graphic is too big, it's only slightly wider than the screen size.

Thanks!
-Jenna

Comments

  • iDeveloperziDeveloperz Member Posts: 1,169
    the iPad screen is 1024x768

    1300 is greater than 1024.
  • iDeveloperziDeveloperz Member Posts: 1,169
    Thats on a 72dpi.
  • giacomopoppigiacomopoppi Member, PRO Posts: 914
    i think it means size as in Memory occupied. like if an image weighs 10MB it will probably say that. (this is just my guess. :) )
  • chosenonestudioschosenonestudios Member Posts: 1,714
    GS can't handle anything bigger than 1024 x 1024...
  • ColorplayGamesColorplayGames PRO Posts: 69
    Whoa, boards are hopping today :)

    @iDeveloperz, yes I understand that the graphic I'm trying to use is larger than the screen. My question is - why is this restricted?

    @giacomopoppi, I hadn't thought of that! Unfortunately I don't think that's the case, though, the graphic is only 4 kb :/
  • ColorplayGamesColorplayGames PRO Posts: 69
    @chosenone, Ok, thank you. I don't understand the restriction but I suppose I'd need a dev team member for that question!
  • giacomopoppigiacomopoppi Member, PRO Posts: 914
    @ColorplayGames well at this point just select re size and it should keep the high quality even if u expand it :)
  • ColorplayGamesColorplayGames PRO Posts: 69
    Thanks, that works though it does look a little fuzzy due to scaling up. Gamesalad dev members, please lift this restriction :)
  • giacomopoppigiacomopoppi Member, PRO Posts: 914
    or just scale the image down a bit so it doesnt look fuzzy : 1300x256 to 1024:?? (220?)
  • chosenonestudioschosenonestudios Member Posts: 1,714
    I think it's a limitation within the engine... Because after you go over that amount, it dramatically increases ram usage...
  • firemaplegamesfiremaplegames Member Posts: 3,211
    The largest image that an older iDevice can support is 1024x1024pixels. That is imposed by the device and openGL ES, not GameSalad.

    Now, with the new devices, they have upped the size to 2048x2048pixels.

    But GameSalad needs to run on all devices, even the older ones.

    If you need larger backgrounds or images, you need to either place smaller ones next to each other, or use the tiling capabilities of an actor.
  • chosenonestudioschosenonestudios Member Posts: 1,714
    Thanks for clearing that up fmg, for new devices are you talking about the iPhone 4 and iPad?
  • firemaplegamesfiremaplegames Member Posts: 3,211
    Specifically it is the version of openGL ES that the hardware is running. iPhone 3G and older iPod Touches (2nd gen and below) use a graphics processor called PowerVR MBX and run openGL ES 1.1

    The iPhone 3GS uses a different graphics processor called PowerVR SGX, which supports openGL ES 2.0 - which supports the larger texture sizes.

    The different versions of openGL have different limitations on each of the processors that they run on.

    In addition to that, different versions of the iOS support different features.

    GameSalad needs to target the least common denominator so everything can run on as many platforms as possible.

    You can read more about it here:

    http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/OpenGLESPlatforms/OpenGLESPlatforms.html
  • chosenonestudioschosenonestudios Member Posts: 1,714
    Thanks :D
  • ColorplayGamesColorplayGames PRO Posts: 69
    FMG - thanks! Glad to know it's an Apple limitation and not a Gamesalad one! If I interpret what you're saying correctly, new devices such as the iPad can use 2048x2048? Perhaps then Gamesalad could allow us to use larger graphics when we've selected "iPad" for target platform. Just to add that to the 100-page developer wishlist :)
  • firemaplegamesfiremaplegames Member Posts: 3,211
    It depends on a lot of things...

    You need to be running openGL ES 2.0 on a newer processor (iPhone 3GS and above) running iOS 4.

    Currently the iPad is only running iOS 3...

    And when they offer iOS 4, not everybody will upgrade.

    Also, just because you can doesn't mean you should...

    A 2048x2048 pixel image requires 12.5 MB of RAM to display it - regardless of its file size.

    You will quickly run into memory and performance issues on any device.
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