WebKit Limit on Retina JPG Image Display
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WebKit Limit on Retina JPG Image Display
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Re: WebKit Limit on Retina JPG Image Display
#2( You should avoid creating UIImage objects that are greater than 1024 x 1024 in size. Besides the large amount of memory such an image would consume, you may run into problems when using the image as a texture in OpenGL ES or when drawing the image to a view or layer - http://developer.apple.com/library/ios/#documentation/uikit/...)
Re: WebKit Limit on Retina JPG Image Display
#3When working in UIKit developers are warned now to use images that are larger than 1024x1024 because that is the limit on the size if a texture in openGLES. I wouldn't be surprised to see this being doubled for the retina and Apple using that as the hard limit. ( You should avoid creating UIImage objects that are greater than 1024 x 1024 in size. Besides the large amount of memory such an image would consume, you may…
Re: WebKit Limit on Retina JPG Image Display
#4Re: WebKit Limit on Retina JPG Image Display
#5We didn't realize it could be circumvented with PNG's, that's an interesting idea, though it certainly hurts on the bandwidth side.
Re: WebKit Limit on Retina JPG Image Display
#6When working in UIKit developers are warned now to use images that are larger than 1024x1024 because that is the limit on the size if a texture in openGLES. I wouldn't be surprised to see this being doubled for the retina and Apple using that as the hard limit. ( You should avoid creating UIImage objects that are greater than 1024 x 1024 in size. Besides the large amount of memory such an image would consume, you may…
I believe that limit was lifted as of the iPhone 3GS (i.e., for OpenGL ES 2.0 devices and greater).
Re: WebKit Limit on Retina JPG Image Display
#7Another issue, but also there: PNG images above a certain height failed to load on the iPhone 4. We were facing that problem with our mobile testing tool. Converting the images to JPG solved the problem.
> JPEG images can be up to 32 megapixels due to subsampling, which allows JPEG images to decode to a size that has one sixteenth the number of pixels. JPEG images larger than 2 megapixels are subsampled—that is, decoded to a reduced size. JPEG subsampling allows the user to view images from the latest digital cameras.
Reference: https://developer.apple.com/library/IOs/#documentation/Apple...
Re: WebKit Limit on Retina JPG Image Display
#8Earlier quoted context omitted.
I believe that limit was lifted as of the iPhone 3GS (i.e., for OpenGL ES 2.0 devices and greater).
There's also no reason you can't split the image up (e.g. 2048x2048 -> 4x1024x1024) and render it in 4 pieces. Where a hard limitation like that exists, implementations frequently sidestep them.