I'm playing around with Core Animation layers, trying to figure out the best architecture for my view. (I basically want to be able to set an NSView-like "bounds" for all my sublayers, to automatically transform points from a huge coordinate space to fit in the frame.)
In the course of this, I discovered that a CALayer's bounds seem to directly correspond to the OpenGL texture size, and so Core Animation assumes any large bounds are accidental: -[<CALayer: 0x1947e340> display]: Ignoring bogus layer size (879999.937500, 581999.937500) ...and even misfires on slightly large bounds. For example, if I set my root layer scale to 0.5 and maximize my window, the constrained-to-fit sublayer's size causes: CoreAnimation: 2480 by 1290 image is too large for GPU, ignoring At this stage in the design, I can try figure out an architecture that avoids the "bogus" layer sizes, but I'm worried about the slightly-too-large layers occurring in the wild (eg someone with an older Macbook and a larger external monitor making the window bigger relative to the GPU than I could). Is there a way to detect these errors programatically so that some sort of fallback can be done? thanks, -natevw ____________________________________________________________________________________ ¡Capacidad ilimitada de almacenamiento en tu correo! No te preocupes más por el espacio de tu cuenta con Correo Yahoo!: http://correo.espanol.yahoo.com/ _______________________________________________ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to [EMAIL PROTECTED]