sorry if this problem was asked before, but I could not find a link to it, trying to start using andEngine, and I am trying to use the 3360x720 image because it is broken into 7 columns. I tried this method:
// Initialize the background this.mBackgroundTexture = new Texture(4096, 1024, TextureOptions.BILINEAR); this.mEngine.getTextureManager().loadTextures(this.mBackgroundTexture); this.mBackgroundRegion = TextureRegionFactory.createTiledFromAsset(this.mBackgroundTexture, this, "back_anim_tiled.png", 0, 0, 7, 1);// 3360x720 this.mBackground = new AnimatedSprite(0, 0, 480, 720, this.mBackgroundRegion);
Now all I get is a white screen when I animate and attach it to the scene? Is the texture just too big for this operation, and if so, what should I do for a simple little animation such as a zipper appearing for a second? I would like it to be a real animatedSprite, not me, actually manually setting the background image. Any help would be appreciated, thanks
[new info] I'm pretty sure this has something to do with the size that every phone can handle. I checked this by resizing my image to 1024x720, 2048x720 and again to 4096x720. Saved my sprite size just like 480x720 (camera size) and it worked fine for any number of columns for the first two, but 4096px just shows a white screen. Well, if someone finds a way around this, please let me know, as I may now manually adjust my "animated" src image manually.
Since then, I have found that when your texture gets higher than 1024x1024, you risk not displaying it, assuming that each phone is different from this. Thus, instead, I just slow down the frame rate and with a smaller image to do this.