I think the error is related to the size of your jpg. Graphic cards can only
store textures up to a certain maximum size (e.g. 256x256 px). If your
texture/image is larger, it will be sliced into smaller subsets that fit
into that maximum size (effectively making multiple textures in memory)

I'm assuming the cogl back-end takes care of rendering these slices
correctly one next to another. However due to the nature of the operation it
is rather hard to do multi-texturing (because the other textures will be
sliced differently if they have different sizes, and will only partly
overlap with the other layers etc. etc.).

So as long as you have defined just one texture for your actor (which
usually is the case) there's no problem, when you'd like an actor to have
one texture overlain by another it won't work with bigger textures. The
exact size would be hardware-dependent.

Again, this is what I think the error is about, please correct me if I'm
wrong.

best regards,
Mathijs
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