Closed szopin closed 4 years ago
This is too much for Jolla 1, which is not able to handle 4096px tall textures. I don't know exactly what the max height is for Jolla 1 phone, and I don't know how to query that from the sailfish API (if at all possible), but I think it might be increased a bit (e.g. 3072). Unfortunately my Jolla1 is lent out to someone else, so I cannot test a.t.m.
Proper solution (well, still workaround) is to be able to query the max texture size from the driver/GL stack..
Maybe we can pull the screen width/height and if bigger than 540x960 use the bigger value? I believe only Jolla 1 has those dimensions and anything from JollaC upwards can handle it? Wonder if that issue shows up in the emulator, would be worth checking
Ok even 4096 doesn't help in case of an image like this(sorry for politics but it's the one I stumbled upon): https://m.imgur.com/Q4LoTRd It works in browser (some imgur magic or browser using different rendering method?), but is a pixelated mess otherwise, even if you save it from imgur and then opened in gallery, so is qt unable to render it(quickddit/gallery), but also able to render it when viewed in browser, really weird. Worth reporting at tjc?
Sorry for the late reply, not really paying attention to github lately :)
It's a QML Image component limitation. My guess is the browser is smarter going from image source -> texture from subimage -> screen, QML Image is more like image source = texture -> screen
Like this example https://i.redd.it/rofslowas4941.jpg probably won't fix it for all extreme cases but in the given example makes the thread readable