It would still complain about a texture with power of 2. You can easily get this camera image inside a new bitmapData that has the right resolution. learn about the copyPixels method :D
2011/10/31 Roger Crist <[email protected]> > I would try: > > Make a plane. Make it face the camera. Apply your bitmap as the material > (there are plenty of examples of this around). Make it really, really big. > Make it really, really far away. Adjust. Tweak. > > Good luck. > > -roger > > > On Sat, Oct 29, 2011 at 10:16 PM, Elias Holman < > [email protected]> wrote: > >> Hi all, >> I previously had a piece of working code that simply set a static >> background image on the View3D by calling view.backgroundImage = (some >> bitmap data). I stepped away from the project for a few weeks and it >> appears that at some point in the intervening time, the code that handles >> the background image was changed to use the BackgroundImageRenderer, which >> is now complaining that the size of my background image is not a power of >> 2. Since this is just an end-user provided image generally taken from a >> digital camera, I don't have control over the size of it, so it would be a >> lot of extra work to make it conform, and would likely distort the image in >> the long run. I'm wondering if 1) this constraint could be disabled with a >> particular API call if a user so desired; I assume the constraint was put >> in place for performance reasons, but that's not an issue with my >> application or 2) someone could recommend an alternate way of putting up a >> 2D background image that should lie behind everything else in the scene. >> Any assistance would be greatly appreciated. Thanks for all the amazing >> work on 4.0! >> >> -- >> Elias Holman <[email protected]> | Proprietor >> Distance Software | www.distancesoftware.com >> Direct: (414)231-9016 | Fax: (866)293-7605 | IM: distancesoftware >> > > > > -- > Roger Crist > Interactive Media Developer > [email protected] > 415.933.7643 >
