Graphic import error: "too large to safely use"?
ColorplayGames
PRO Posts: 69
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
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
1300 is greater than 1024.
@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
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.
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
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.