Re: Maximum image size ?
I am rendering sound sonagrams as contents of CALayers which have dimensions of height 1024 pixels and width above 3 pixel. No problem as long as you don’t use CIFilters. With them roughly 12000 pixels will work and larger images won’t get the filters applied to. I have solved that by using multiple CATiledLayers just aligned horizontally. The CATiledLayers call drawLayer:inContext and from there I directly draw the image (if necessary scaled down). The image is stored as one large CGImage in a property of my controller class. For 10.12 the tile size is drastically influencing performance, larger tile sizes are better. So depending on your needs that may be a useful approach. volker > Am 22.09.2016 um 15:14 schrieb Gabriel Zachmann: > > > What is the maximum size of a bitmap image I can render using the Core > Graphics framework and CALayer ? > > So far, I had assumed it is the maximum texture size the graphics card can > handle, so I determined the limits via > glGetIntegerv( GL_MAX_TEXTURE_SIZE, _ ); > > But apparently , the limits are much higher. > > How can I determine the limit, so that my app can filter out images over the > limit, so that it does not crash in such cases? > > I have checked the documentation, in particular > CGImageSourceCreateImageAtIndex() et al., to no avail. > > > > Best regards, > Gabriel. > > > > > > ___ > > Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) > > Please do not post admin requests or moderator comments to the list. > Contact the moderators at cocoa-dev-admins(at)lists.apple.com > > Help/Unsubscribe/Update your Subscription: > https://lists.apple.com/mailman/options/cocoa-dev/volker_lists%40ecoobs.de > > This email sent to volker_li...@ecoobs.de ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Maximum image size ?
> On Sep 22, 2016, at 10:03 AM, Gary L. Wade> wrote: > > If you are dealing with truly astronomical image data, consider that "trying > it yourself" may require multiple machines and/or multiple dedicated GPUs > similar like how you see those multi-monitor displays shown at conferences > and marketing displays. Or just (conceptually) break the image into tiles, and only load tiles into memory when they’re being displayed or edited, probably using an LRU eviction scheme. You’ll probably also need to store some scaled-down versions of the image, if you ever display a zoomed-out view that can display a large subset of the image at once. This is nothing new. Old versions of Photoshop had to do this, back when RAM was scarce and most computers didn’t have virtual memory. (Heck, Photoshop probably still does this, because people do edit ridiculously large images in it, like 1200dpi posters.) —Jens ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Maximum image size ?
If you are dealing with truly astronomical image data, consider that "trying it yourself" may require multiple machines and/or multiple dedicated GPUs similar like how you see those multi-monitor displays shown at conferences and marketing displays. -- Gary L. Wade (Sent from my iPhone) http://www.garywade.com/ > On Sep 22, 2016, at 9:53 AM, David Duncanwrote: > > If you know you will be dealing with very large images (a definition that > varies from year to year mind you) you will probably want to deal with the > largeness yourself, if only for initial loading performance reasons. ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Maximum image size ?
> On Sep 22, 2016, at 6:14 AM, Gabriel Zachmannwrote: > > > What is the maximum size of a bitmap image I can render using the Core > Graphics framework and CALayer ? CoreGraphics is generally limited by main memory, and CALayer by GPU memory. CoreAnimation automatically tiles images that are larger than the GPU max image size. However, you also generally don’t want to get anywhere near such limits, as performance tends to fall off a cliff before those points (due to many many implementation details and due to your own competition with the rest of the system). If you know you will be dealing with very large images (a definition that varies from year to year mind you) you will probably want to deal with the largeness yourself, if only for initial loading performance reasons. > > So far, I had assumed it is the maximum texture size the graphics card can > handle, so I determined the limits via > glGetIntegerv( GL_MAX_TEXTURE_SIZE, _ ); > > But apparently , the limits are much higher. > > How can I determine the limit, so that my app can filter out images over the > limit, so that it does not crash in such cases? > > I have checked the documentation, in particular > CGImageSourceCreateImageAtIndex() et al., to no avail. > > > > Best regards, > Gabriel. > > > > > > ___ > > Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) > > Please do not post admin requests or moderator comments to the list. > Contact the moderators at cocoa-dev-admins(at)lists.apple.com > > Help/Unsubscribe/Update your Subscription: > https://lists.apple.com/mailman/options/cocoa-dev/david.duncan%40apple.com > > This email sent to david.dun...@apple.com -- David Duncan ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Maximum image size ?
I would RELY on what the limits are. I remember back in the day when we were adding more graphic channels to Macromedia Director and we went from 64 to simply what the computer running our implementation had the RAM and processor power to handle. We set it higher (I forget what) but it was limited by the machine's capabilities. That way we could up the max amount as machines gained capability. So, it might be able to support more, but not consistently across every machine/device. That's my guess. On Sep 22, 2016, at 9:50 AM, kata wrote: > I don't know the definition but my experience. > JPEG accepts up to 65500 pixels width and height. Core Graphics framework > supports more than that of course, and also PNG accepts more. Some > NSBezierPath methods will fail to draw around 8 and many methods fail > over 12, then i support up to 65500 now. > > Yoshiaki Katayanagi > http://www.jizoh.jp/english.html > >> 2016/09/22 22:14、Gabriel Zachmannwrote: >> >> >> What is the maximum size of a bitmap image I can render using the Core >> Graphics framework and CALayer ? >> >> So far, I had assumed it is the maximum texture size the graphics card can >> handle, so I determined the limits via >> glGetIntegerv( GL_MAX_TEXTURE_SIZE, _ ); >> >> But apparently , the limits are much higher. >> >> How can I determine the limit, so that my app can filter out images over the >> limit, so that it does not crash in such cases? >> >> I have checked the documentation, in particular >> CGImageSourceCreateImageAtIndex() et al., to no avail. >> >> >> >> Best regards, >> Gabriel. > > ___ > > Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) > > Please do not post admin requests or moderator comments to the list. > Contact the moderators at cocoa-dev-admins(at)lists.apple.com > > Help/Unsubscribe/Update your Subscription: > https://lists.apple.com/mailman/options/cocoa-dev/zav%40mac.com > > This email sent to z...@mac.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: Maximum image size ?
I don't know the definition but my experience. JPEG accepts up to 65500 pixels width and height. Core Graphics framework supports more than that of course, and also PNG accepts more. Some NSBezierPath methods will fail to draw around 8 and many methods fail over 12, then i support up to 65500 now. Yoshiaki Katayanagi http://www.jizoh.jp/english.html > 2016/09/22 22:14、Gabriel Zachmannwrote: > > > What is the maximum size of a bitmap image I can render using the Core > Graphics framework and CALayer ? > > So far, I had assumed it is the maximum texture size the graphics card can > handle, so I determined the limits via > glGetIntegerv( GL_MAX_TEXTURE_SIZE, _ ); > > But apparently , the limits are much higher. > > How can I determine the limit, so that my app can filter out images over the > limit, so that it does not crash in such cases? > > I have checked the documentation, in particular > CGImageSourceCreateImageAtIndex() et al., to no avail. > > > > Best regards, > Gabriel. ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Maximum image size ?
What is the maximum size of a bitmap image I can render using the Core Graphics framework and CALayer ? So far, I had assumed it is the maximum texture size the graphics card can handle, so I determined the limits via glGetIntegerv( GL_MAX_TEXTURE_SIZE, _ ); But apparently , the limits are much higher. How can I determine the limit, so that my app can filter out images over the limit, so that it does not crash in such cases? I have checked the documentation, in particular CGImageSourceCreateImageAtIndex() et al., to no avail. Best regards, Gabriel. ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com