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#3669: Bad input size

Hi,

 

I am having some trouble with some ATF textures I am uploading to memory on a few different IOS devices.

When the texture starts to upload using Texture.uploadCompressedTextureFromByteArray( data, offset, isAsync ) I get a #3669: Bad Input Size error occur.

Taking at look at the properties in the data I can see that the position is always 16. Im not sure if that has anything to do with it but i thought i would mention it.


I have tried using the png2Atf and also using Texture Packer but i get the same result.

I can replicate the issue every time on iPad Air IOS 8.4.1, we have also replicated it on a number of other IOS devices running different IOS versions.

My textures are 2048x2048 and I am using baselineConstrained for the Stage3D profile.

 

I am using Starling but I have used the following code for testing to make sure that it is not starling that is failing.

 

It would also be good to know that I load about 4 other ATF textures successfully before it tries fails to load this texture. I have opened up Adobe Scout and it looks like I have enough graphics memory available so i'm not really sure what is going on.

 

Below is my test code. This triggers once the core assets have been loaded and the home screen has been displayed. I have also moved this before I load anything else and it still fails.

 

 

  var file:File = GGGlobals.EPISODE_PATH( "2" ).resolvePath( "x2/episode.atf" );

  var ba:ByteArray = new ByteArray();

  var fs:FileStream = new FileStream();

  fs.open( file, FileMode.READ );

  fs.readBytes( ba );

 

  var texture:flash.display3D.textures.Texture = Starling.context.createTexture(2048, 2048, Context3DTextureFormat.BGRA, false);

  texture.uploadCompressedTextureFromByteArray( ba, 0 );



Any help would be really appreciated.


Thanks,

Chris


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