The application heap is limited to 16MB. For RGB565, that's a max of
8M pixels, not including the heap that the app uses for other objects.
Chances are, you are probably decoding from a JPEG, so you need room
for both the compressed and uncompressed version.

On Jan 29, 7:41 am, Phill Midwinter <[email protected]> wrote:
> That's a Z buffer.  A correct comparison would be running a game in
> 1280x1024 but only having an 800x600 capable screen... in which case the
> game wouldn't display.
>
> This is simply a 2d image, why not load it all into memory if you're going
> to be dragging it around?
>
> 2009/1/29 Stoyan Damov <[email protected]>
>
>
>
>
>
> > I still don't get it. The viewport is 480x320. Imagine if you are
> > trying to play Quake or Unreal Tournament and the game tries to draw
> > the entire level, even though only a tiny part of it is visible.
>
> > On Thu, Jan 29, 2009 at 4:39 PM, Phill Midwinter
> > <[email protected]> wrote:
> > > I suppose for something like the camera gallery, so you can view your
> > photos
> > > at full res?
>
> > > 2009/1/29 Stoyan Damov <[email protected]>
>
> > >> Why would you want to draw a 1000x1000 image on 480x320 screen?
>
> > >> On Thu, Jan 29, 2009 at 2:05 PM, jj <[email protected]> wrote:
>
> > >> > what is maximum height and width of image which can display?
>
> > >> > When I try for 1000px height and 1000pix width it work, but for beyond
> > >> > it,
> > >> > it gives exception, appl force close.
>
> > > --
> > > Phill Midwinter
> > > Director
> > > Grant Midwinter Limited
> > > d: 0844 736 5234 x: 0
> > > m: 07538 082156
> > > e: [email protected]
>
> --
> Phill Midwinter
> Director
> Grant Midwinter Limited
> d: 0844 736 5234 x: 0
> m: 07538 082156
> e: [email protected]
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