So, Image itself isn't doing the texture rendering? but the closest
container does it?
but, how would it explain that the problem doesn't occur if i put
multiple such images in a single delegate? and even in the example that
has the problem, the Image is not directly the delegate, but there's
ListView probably doesn't split its surface into multiple textures if the
texture size is exceeded.
A computer probably has a larger texture size, but you'll probably run into the
same issue on even
larger images.
grtz,
Sander
On vrijdag 31 mei 2019 01:57:52 CEST AL13N wrote:
> I have a ListV
I have a qml only app...
i found out experimentally that the limit is at 4096 for Y; but only in
a ListView; if i do regular images, then there is no such limit...
(which seems weird)
Slava Monich schreef op 2019-05-31 23:18:
Those who don't like the idea of hardcoding 3264 (or any other num
Those who don't like the idea of hardcoding 3264 (or any other number)
in their code, can query GL_MAX_TEXTURE_SIZE instead:
https://github.com/monich/harbour-foilpics/blob/master/src/FoilPicsImageProvider.cpp#L57
Cheers,
-Slava
when i use Image with big images, i use code like this:|
Imag
On 31/05/2019 02:57, AL13N wrote:
> I have a ListView with an ListItem delegate and an Image in it;
>
> when i have 2 images with a large height on it next to each other, after
> scrolling to it, i get an EGL Texture error .
Hey AL13N,
Unless someone else already knows the answer, could you prov
I actually did:
width: parent.width
asynchronous: true
cache: false
sourceSize.width: width
for this thing; the height it still like 8000 pixels high, even with
width == the jolla1 pixel width.
thing is, i get black for those long images, and an EGL Texture error.
short ones are done fine.
b
when i use Image with big images, i use code like this:|
Image {
onSourceSizeChanged: {
if( sourceSize.width > 3264 )
sourceSize.width = 3264
if( sourceSize.height > 3264 )
sourceSize.height = 3264
}
cache:
I have a ListView with an ListItem delegate and an Image in it;
when i have 2 images with a large height on it next to each other, after
scrolling to it, i get an EGL Texture error .
doing this on a computer does not show this error.
if you do a ListView with a ListItem and it has those 3 Ima