I'm having issues working with a large image. I've read other threads on using images larger than a Texture2D
supports, but found nothing that addresses my problem specifically with implementation hints.
My screen resolution is 1920 x 1080. I'm working in C# XNA. The game in question is pretty much a board game.
I have an 3840 x 3840 image I planned to use for the terrain map. The idea was to make each new game look a little different from the last by having the program randomly select a 1920 x 1080 segment of that large image to display. My code to randomly select and display a part of the image is working.
Unfortunately, I can't even get the initial 3840 x 3840 image to load. Just picking "Add Existing Item" and adding the image to the content window on the right causes my program to error that a Texture2D
can only be 2048 x 2048 maximum.
How do I best handle this? I may later need to scale or rotate the map.
Suggestions I've seen around:
- Cut it up into sections.
- Use a smaller image that is made "seamless" or "tile-able", then choose a random starting
X,Y
point in it and fill the screen with that.
Are these good ways to go about it? How would I actually do this? Would I still be able to scale and rotate the map?
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