I have png file that contents all images, but I can't load images that are beyond 1024*1024.
I tried to load images as texture:
InputStream istr = CCDirector.sharedDirector().getActivity().getAssets().open(this.src + "balloon.png");
Bitmap mybit = BitmapFactory.decodeStream(istr);
istr.close();
CCTexture2D metexture = new CCTexture2D();
metexture.initWithImage(mybit);
for (int i = 0; i < 16; i++)
{
CCSpriteFrame myframe = CCSpriteFrame.frame(metexture, CGRect.make(0, i * 128, 80, 128), CGPoint.make(0, 0));
this.balloons_images.add(myframe);
}
And as part of .plist
CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFrames(this.src + "balloon.plist");
this.addChild(CCSprite.sprite(CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName("balloon_16.png")), 20);
...
<key>balloon_16.png</key>
<dict>
<key>frame</key>
<string>{{0,1920},{80,128}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{80,128}}</string>
<key>sourceSize</key>
<string>{80,128}</string>
</dict>
...
The result is the same. All images beyond 1024 look like stripes.
Is there any way to use images more than 1024*1024?
If you are not using library as jar file, then maybe if you change in class CCTexture2D.java
which is in a package org.cocos2d.opengl
in this line public static final int kMaxTextureSize = 1024;
value to more, for example to 2048, maybe it will be better.