docs: Add information about texture size limitations

Summary: I had added some information about texture size limitations to Elm image API reference.

Test Plan: Doxygen Revision

Reviewers: raster, cedric, stefan, jpeg, Jaehyun_Cho

Reviewed By: raster

Differential Revision: https://phab.enlightenment.org/D5106
This commit is contained in:
Myoungwoon Roy, Kim 2017-08-24 13:57:05 +09:00 committed by Carsten Haitzler (Rasterman)
parent 7738ba5b37
commit c017ab2dc0
1 changed files with 15 additions and 0 deletions

View File

@ -24,6 +24,21 @@
* An image object may also be made valid source and destination for
* drag and drop actions, through the elm_image_editable_set() call.
*
* If the image source size is bigger than maximum texture size of the GPU (or also of
* the software rendering code too), evas can't render it because of such a limitation.
* If evas just magically always downscales on load if it's too big, then the user has a new bug:
* "the image is blurry". Potentially any image can cause issue.
* What if the image is too big to allocate memory for it?
* A 30000x30000 image will need just a bit under 4GB of RAM to store it.
* Texture size limitations are something every game developer has to deal with game engines,
* OpenGL, D3D etc. You can get the maximum image size evas can possibly handle by
* the calling evas_image_max_size_get() function. If the image size is bigger than this,
* you can try using load options to pre-scale down on load to lower quality.
* So use the elm_image_prescale_set() function to scale the image down.
* Another option is to use the Photocam widget. Photocam solves this issue
* by loading the prices as needed asynchronously in tiles and automatically using pre-scaling as well
* So use Photocam if you expect to load very large images.
*
* Signals that you can add callbacks for are:
*
* @li @c "drop" - This is called when a user has dropped an image