This way, you have a very minimal foot-print in memory. What you can do is to have low resolution copies for different depths of zoom, broken up into tiles. Dev-Mev Or look at how the photograpy viewers work. Email Required, but never shown. Load the lower resolution image when there is no zoom in.
|License:||For Personal Use Only|
|iPhone 5, 5S resolutions||640×1136|
|iPhone 6, 6S resolutions||750×1334|
|iPhone 7, 7 Plus, 8, 8 Plus resolutions||1080×1920|
|Android Mobiles HD resolutions||360×640, 540×960, 720×1280|
|Android Mobiles Full HD resolutions||1080×1920|
|Mobiles HD resolutions||480×800, 768×1280|
|Mobiles QHD, iPhone X resolutions||1440×2560|
|HD resolutions||1280×720, 1366×768, 1600×900, 1920×1080, 2560×1440, Original|
You can just have the original 20mb image saved on disk, but never fully in memory. BlargleMonster BlargleMonster 2 12 Firt show a region of the actual loaded texture resized to fill the screen already loaded so it takes no time, but it has low quality. Peter Lawrey Peter Lawrey k 56 Announcing the arrival of Valued Associate Email Required, but never shown. For example, predicting what will be the next possible loads, preloading the neighbour regions of the image and the region of the next level image corresponding to the actual showed region.
You’ll need a much lower resolution image for the lowest zoom level, then have tiles for each subsequent zoom level and draw whatever tiles the user would be able to see when they are zoomed in. Sign up or log in Sign up using Google.
Meanwhile, load the proper resolution texture and when its loaded, change the low quality image for the new one.
40 8000×5000 Wallpapers
Evans Evans 1, 1 12 If they zoom, figure out the coordinates and crop off of the ‘original’ image, and display a lower quality version of the crop. This way, you have a very minimal foot-print in memory.
With tiling you are always loading an image of x or your custom tile sizefrom a different image depending on the zoom level. Dev-Mev Check this article: What you can do is to have low resolution copies for different depths of zoom, broken up into tiles. Best way to use a large image x at 20mb in android using opengl-es Ask Question.
40 x 8k Ultra HD Wallpapers | Background Images – Wallpaper Abyss
Sign up using Facebook. Dev-Mev Or look at how the photograpy viewers work. Just take pieces that you need. Sign up using Email and Password.
I am been doing some research lately and haven’t come by a good answer, what I want to do is display a very large image x at 20mb in my application as a background it is a minigame the 8000×55000 for the large image is that the user can zoom so we want to keep that high detail at maximum zoom. April and salary with experience. Dev-Mev Unfortunately it depends on the device and the frequency the user is 8000s5000 to zoom in and out or scroll over the image.
Load the lower resolution image when there 8000d5000 no zoom in. Hmm this method sounds promising will this allow for a smooth zoom or will it get choppy when you zoom due to loading and unloading textures? Using BitmapRegionDecoder you can load only a part of the image.
Megapixel calculator | toolstudio
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