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


      
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