Thanks, everyone, for your responses. I already feared a bit that there was no 'native' support for this in the Android SDK.
The app i write is not a full-fledged editing app. I think i'll give the user options: When starting to edit an image: If the image is (too) large, the user can choose to either make it smaller (resize) and use ARGB_8888 or not resize it and use RGB_565. On Apr 20, 4:08 pm, "Yusuf T. Mobile" <yusuf.s...@t-mobile.com> wrote: > It depends of course on what you are trying to do, but if you can > initially store the large file as a set of tiles, then you may be able > to avert the memory issue, although it would make your code more > complex. > > Yusuf Saib > Android > ·T· · ·Mobile· stick together > The views, opinions and statements in this email are those of the > author solely in their individual capacity, and do not necessarily > represent those of T-Mobile USA, Inc. > > On Apr 20, 10:51 am, Michael MacDonald <googlec...@antlersoft.com> > wrote: > > > > > I don't think there is much to help you do this kind of processing on a > > whole large image at once within the phone on the current SDK. > > > I think you might have to read a part of the image, process it, and > > write it out filter style, implementing all the image > > compression/decompression yourself. > > > Or you could determine what processing needs to be done on the phone, > > and post the image to a server to do the actual processing. > > > Streets Of Boston wrote: > > > Bump again... sorry for that, but i don't know any other place to ask > > > this question. > > > > On Apr 13, 8:46 pm, Streets Of Boston <flyingdutc...@gmail.com> wrote: > > > >> Hi everyone, > > > >> I managed to handle a full size image (2048x1536) (moving around, > > >> zooming, some colorfilters, etc). However, i can only load these > > >> images in memory as RGB_565, one at a time. I try to free as much > > >> bitmap memory as possible (by recycling every possible bitmap cached/ > > >> open in my app), and then load the full-sized image in RGB_565 format. > > >> This works well. > > > >> The user can make some modifications (color balance, brightness, etc) > > >> and I like to save the resulting image in a JPEG file. However, on > > >> screen, all edits are shown in RGB_565. You can see the posterization > > >> because of the reduced pixel-depth. The quality degradation on the > > >> screen is a minor problem. My main problem is to apply these edits to > > >> the actual and higher quality ARGB_8888 data of the original JPEG > > >> file. > > > >> Trying to load a ARGB_8888 JPEG file with size 2048x1536 is not > > >> possible. I get an out-of-memory error. > > >> Is there any way to apply color-filters to ARGB_8888 data (instead of > > >> RGB_565) so that i won't lose a lot of image-quality when trying to > > >> save modifications into a JPEG file?- Hide quoted text - > > - Show quoted text - --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---