android - very large background textures -


for game i'm developing must use large background images. these images around 5000x3000. when attempting display single texture black boxes in gwt , android. created class splits image grid of textures:

public class largeimage extends loadablegroup { private boolean smooth=true; public string filename; private int truewidth,trueheight; private arraylist<image> tiles=new arraylist<image>(); private arraylist<texture> textures=new arraylist<texture>(); private final int maxtexturesize = 512; public largeimage(string filename, callbackassetmanager manager) {     super();     this.filename=filename;      pixmapparameter param=new pixmapparameter();     param.format=pixmap.format.rgba8888;     addasset(new assetdescriptor(filename, pixmap.class,param));      manager.add(this); } public largeimage(pixmap map, boolean smooth) {     super();     this.smooth=smooth;     frompixmap(map); }  public void loaded(callbackassetmanager manager) {     if(!manager.isloaded(filename))     {         gdx.app.log("load error",filename);         return;     }     pixmap source = manager.get(filename, pixmap.class);     frompixmap(source);  } private void frompixmap(pixmap source) {       (int x = 0;x < source.getwidth(); x+=maxtexturesize) {         (int y = 0;y < source.getheight(); y+=maxtexturesize) {             pixmap p = new pixmap(maxtexturesize, maxtexturesize, pixmap.format.rgba8888);             p.drawpixmap(source, 0, 0, x, y, maxtexturesize, maxtexturesize);             texture t=new texture(new pixmaptexturedata(p, pixmap.format.rgba8888, true, false, true));             textures.add(t);             if(smooth)                 t.setfilter(texture.texturefilter.mipmaplinearnearest, texture.texturefilter.linear);             uncoloredimage tile = new uncoloredimage(t);             tile.settouchable(touchable.disabled);             tile.setx(x);             tile.sety(source.getheight()-y-tile.getheight());             p.dispose();             this.addactor(tile);             tiles.add(tile);          }     }             super.setwidth(source.getwidth());     super.setheight(source.getheight());     truewidth=source.getwidth();     trueheight=source.getheight(); }    @override public void setwidth(float width) {     setscalex(width/truewidth);     super.setwidth(math.abs(width)); } public void setheight(float height) {     setscaley(height / (float)trueheight);     super.setheight(math.abs(height)); }  @override public void dispose(callbackassetmanager m) {     super.dispose(m);     for(int i=0;i<textures.size();i++)         textures.get(i).dispose(); } } 

the issue comes when need load other levels. after 6 loads gl out or memory errors. keeping reference each texture create , dispose of when loading new level. how come running out of memory though dispose old textures?

maybe have make dispose part "source":

pixmap source = manager.get(filename, pixmap.class);     frompixmap(source); 

maybe you.if not use more


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