Is there a maximum texture size for the simulator that is different from iOS hardware? 2048^2 seems to work fine (meaning, show up), but I am seeing issues with some larger textures not showing up in the Simulator.
Other facts of note:
- Textures are paletized 256 png loaded directly from file system via Iw2DCreateImage("filename");
- Using the ATI "work around" - switched to 2.0 GL from GL drop down to function.
- Also running into Texture 16 removed error only on simulator, when trying to delete a previously created texture (one that doesn't appear to load - show up for rendering)
Thanks.












Not seeing any valuable information with traces, either.
Hi,
One thing I've found on the Mac is the max texture size is limited by the simulator window size.
Don't know if this is the case on Windows, but try changing the simulator window size and see if that has any effect.
My game needs a 1024x1024 texture, so I have to make the simulator window size 1024x1024.
-David
I thought it would depend on the GPU in your machine. However since the Simulator is using EGL DLL's it might be lower?
Clarification, I'm not attempting to display the full image. It is simply serving as an atlas source. Essentially, I am running into issues with the simulator and need information on how to have it behave more like hardware - thoughts?
@Kite - GPU is capable of much addressing much larger textures, but I'm not running into a hardware limitation on my end, this is something I'm only seeing in the Marmalade sim.
Ah, I haven't tried anything larger than 2048x2048 for atlas textures. I'm guessing this is because Marmalade is using EGL drivers and not the usual GL drivers for the GPU.
What is the max texture sizes returned by glGetInteger(GL_MAX_TEXTURE_SIZE) in a normal Windows C++ app and then one created with Marmalade?
So, here's what I thought and was afraid of:
Due to the fact that Marmalade has yet to fix the issue withe ATI cards and their emulator, I've had to use one of the many work arounds - in this case, using the Qualcomm 2.0 GL vs the PowerVR 2.0.
This setup works fine, right until you want to use > 1024^2 textures, or non power of 2 loaded without going through the resource manager.
It would be great if, instead of having its users fool with an overly flexible emulation system, simply have hardware profiles of common devices.