Dev-Mev Unfortunately it depends on the device and the frequency the user is expected to zoom in and out or scroll over the image. With a large image, eventually you will need to load it full and break the memory limits. Best way to use a large image x at 20mb in android using opengl-es Ask Question. BlargleMonster BlargleMonster 2 12 Unfortunately for this to be fast on zoom you’ll need to load the different tiles into memory ahead of time which might take a similar amount of memory.
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Using BitmapRegionDecoder you can load only a part of the image. Email Required, but never shown. This way you only need tiles of about the size of your screen loaded at a time, i.
What you can do is to have low resolution copies for different depths of zoom, broken up into tiles. Will do thank you for the advice Evans, also would tiling the map with smaller images be a much memory less solution as opposed to the larger image.
As the user zooms in, load the next level zoom image, but not the whole image, load only the region he wants. Load the lower resolution image when there is no zoom in.
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.
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You’ll need a much lower resolution image for 8000c5000 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. However this is a very large file and will clog up a lot of the allowed memory any idea’s on how to implement this in to an Android application without killing the memory limit?
There are ways to speed it up, though. Post as a guest 88000×5000. Meanwhile, load the proper resolution texture and when its loaded, change the low quality image for the new one.
With tiling you are always loading an image of x or your custom tile sizefrom a different image depending on the zoom level. Planned maintenance scheduled April 23, at Hmm this method sounds promising will this allow for a smooth zoom or will it get choppy when you zoom due 8000×55000 loading and unloading textures?
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 reasoning for the large image is that the user can zoom so we want to keep that high detail at maximum zoom.
BlargleMonster BlargleMonster 2 12 Sign up using Facebook. Sign up using Email and Password. Sign up or log in Sign up using Google.
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Dev-Mev Check this article: Announcing the arrival of Valued Associate With a large image, eventually you will need to load it full and break the memory limits. Dev-Mev Unfortunately it depends on the device and the frequency the user is expected to zoom in and out or scroll over the image. April and salary with experience.
Look at the image section “Creating a Deep Zoom Image”. The Ask Question Wizard is Live! Use different images for different zoom levels. When in full view, display a lower quality version of the full image. Just take pieces that you need. You can just have the original 20mb image saved on disk, 8000×500 never fully in memory. I think the only way to get around this issue is 800×05000 do something like Google’s mapping and use tiles.