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
>

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