[/quote]Also, the other image was so vastly different than the first, without code, i don't think we could have helped.
A love file could be helpful.
The love file is attached
[/quote]Also, the other image was so vastly different than the first, without code, i don't think we could have helped.
A love file could be helpful.
The love file is attachedpgimeno wrote:Maybe you're setting something else before calling love.graphics.draw? Like a stencil, a blend mode, a shader...?
If not, then yes, attaching a .love file to your post should help. Preferably a trimmed down version that still exhibits the problem, but it's OK if it's the whole project.
Code: Select all
local img = love.graphics.newImage('titleScreen.png')
function love.draw()
love.graphics.draw(img)
end
Do you see the image? Or is it pink and white?pgimeno wrote:I've reproduced it with the attached simplified case. You can delete the project from the OP if you like. It seems to have to do with the image being too large. No idea of how large is too large, though, sorry, but it seems that 15360x768, which is the size of this image, is too large. It may even depend on the graphics driver. Maybe you can split it into several images.
main.lua has nothing special in it, it's just a straightforward:Code: Select all
local img = love.graphics.newImage('titleScreen.png') function love.draw() love.graphics.draw(img) end
Oh, okay, thank you for helpingpgimeno wrote:Pink and white. That's why I say I've reproduced it
Thank you! That really helpsslime wrote:[wiki]love.graphics.getSystemLimits[/wiki] has a 'texturesize' field you can query. Generally you can expect a max texture size of 2048x2048 on low end computers, and up to 16384x16384 on DX11/OpenGL 4 -capable desktop computers.
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