I’m writing an atlasser for my code and I’ve based its limits on max_texture_size:
max_texture_size = GL.getParameter(GL.MAX_TEXTURE_SIZE);
On my development system this is 16384 (NVidia). I create the texture like this:
atlas_bitmaps[id] = new BitmapData(max_texture_size, max_texture_size, true, 0);
// Process, Copy Pixels, etc ...
// then make Tilesets when done.
This does not work with a value of 16384. It does work a size of 8192.
max_texture_size = Std.int(Math.min(GL.getParameter(GL.MAX_TEXTURE_SIZE), 8192));
I’m thinking that BitmapData or Tileset can’t handle the amount of bytes: 16384^2x4 = 1073741824b. Also, Neko - which I only use for testing - is Internally fixed on 2^28-1. But it would be sad if we cant take advantage of the 16384 textures on Windows Systems.
is there anyway this can be fixed?
Edit: The Iphone simulator is showing the same behavior. the max_texture_size in Iphone x is 4096 but it will only work with 2048;