Aight, so I am having an issue with a large image not saving. Here is my test code:
sf::Image test;
test.create(32*16*52,32*12*60);
sf::Image mpone;
mpone.loadFromFile("map_image1.png");
test.copy(mpone,0,0);
test.saveToFile("test.png");
I keep getting the generic [Failed to save image "test.png"] error.
The thing is, I can load over 12,000 textures from small 32*32 .bmp files and assemble a 224*53,852px image then save it to file. But then I can't load even a single small image into a (roughly) 25k*25k image. My graphics card shouldn't be an issue, at all.
I have loaded over 20,000 textures, both big and small, into the graphics card. But then I have also created a test project without all of those and just tried creating the blank image and adding one thing to it. This results in failure, every time.
Even if we go with the GPU's limitations, it can produce/handle textures up to 32k*32k. Besides, and this may sound a bit ignorant, but I am thinking that 12GB of GPU RAM should mean that it's not a GPU limitation (since the texture limitations are 32k*32k).
All this to say, can we get some sort of verbose debugging? Can we get a bool return for the copy() command to see if that's it, at least? I am kind of lost in the sauce and it's been bugging me for weeks because each test I conduct on this code takes no less than fifteen minutes to run my converter. So what are my options for narrowing down why, exactly, this image save fails, since nothing I am doing is getting me anywhere close to an answer?[/code]