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Unhandled exception. Veldrid.VeldridException: Unable to get image pixelspan.
at Veldrid.ImageSharp.ImageSharpTexture.CreateTextureViaUpdate(GraphicsDevice gd, ResourceFactory factory)
at Veldrid.ImageSharp.ImageSharpTexture.CreateDeviceTexture(GraphicsDevice gd, ResourceFactory factory)
at ImGuiNET.Program.LoadBNG() in D:\data\GIT\BNG\src\BNGView\Program.cs:line 144
at ImGuiNET.Program.LoadImage() in D:\data\GIT\BNG\src\BNGView\Program.cs:line 169
at ImGuiNET.Program.Main(String[] args) in D:\data\GIT\BNG\src\BNGView\Program.cs:line 68
Could it be that internally int is used as a datatype to read the size of the ImageSharp plane?
What grinds my gears since decades is why NET and others are using signed integers for lengths of fields like arrays. ulong should be used for 64 bit targets and uint for 32 bit targets.
But I digress. I'd like to know if this maybe is also a graphics API limitation, thus needing to split the texture into multiple ones and render them tile based.
Thanks for letting me know anything about this topic!
The text was updated successfully, but these errors were encountered:
Package versions:
I'm trying to make a simple image viewer that can also load huge images.
When trying to load an image that is the size of 32000x19279 RGBA as a texture using the code example to load it:
I get this exception at statement 002:
Here is the project Github page. It's the BNGViewer that uses Veldrid and ImGui NET:
https://github.com/KyodaiKen/BNG
Could it be that internally
int
is used as a datatype to read the size of the ImageSharp plane?What grinds my gears since decades is why NET and others are using signed integers for lengths of fields like arrays.
ulong
should be used for 64 bit targets anduint
for 32 bit targets.But I digress. I'd like to know if this maybe is also a graphics API limitation, thus needing to split the texture into multiple ones and render them tile based.
Thanks for letting me know anything about this topic!
The text was updated successfully, but these errors were encountered: