Too big textobject becomes black box without text

Bugs will be moved here once resolved.

Post » Fri Jun 26, 2015 3:17 pm

Problem Description
Instead of showing the Contents a Textobject with 7000+ Pixels height becomes a black box

Attach a Capx
Why is there no Upload Attachement Button in the Forum? :/
http://www.playbird.at/sites/Bl4ckSh33p ... t_iOS.capx

Description of Capx
Just run it (I could only test iOS). It Shows fine on PC and Xbox IE.

Steps to Reproduce Bug
[list]
[*] Set height of a textobject to 7000+

Observed Result
it becomes a black box without text

Expected Result
it should Display text as usual

Affected Browsers
[list]
- iOS Safari

Operating System and Service Pack
iOS 8.3

Construct 2 Version ID
Stable r206
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Post » Fri Jun 26, 2015 5:31 pm

Isnt this a default limitation of IOS ? just as with images, you are limited to a certain max size?
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Post » Fri Jun 26, 2015 7:30 pm

I dont know. I never used such large values but I used it for a long text and Scrolling down on a long layout. I could try it on a WinPhone and it worked fine. :/
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Post » Fri Jun 26, 2015 7:40 pm

Bl4ckSh33p wrote:I dont know. I never used such large values but I used it for a long text and Scrolling down on a long layout. I could try it on a WinPhone and it worked fine. :/



Yeah then it sounds like the same limitation of image sizes apply to the text.


AppleDoc wrote:Know iOS Resource Limits

Your webpage performing well on the desktop is no guarantee that it will perform well on iOS. Keep in mind that iOS uses EDGE (lower bandwidth, higher latency), 3G (higher bandwidth, higher latency), and Wi-Fi (higher bandwidth, lower latency) to connect to the Internet. Therefore, you need to minimize the size of your webpage. Including unused or unnecessary images, CSS, and JavaScript in your webpages adversely affects your site’s performance on iOS.

Because of the memory available on iOS, there are limits on the number of resources it can process:

The maximum size for decoded GIF, PNG, and TIFF images is 3 megapixels for devices with less than 256 MB RAM and 5 megapixels for devices with greater or equal than 256 MB RAM.
That is, ensure that width * height ≤ 3 * 1024 * 1024 for devices with less than 256 MB RAM. Note that the decoded size is far larger than the encoded size of an image.

The maximum decoded image size for JPEG is 32 megapixels using subsampling.
JPEG images can be up to 32 megapixels due to subsampling, which allows JPEG images to decode to a size that has one sixteenth the number of pixels. JPEG images larger than 2 megapixels are subsampled—that is, decoded to a reduced size. JPEG subsampling allows the user to view images from the latest digital cameras.

The maximum size for a canvas element is 3 megapixels for devices with less than 256 MB RAM and 5 megapixels for devices with greater or equal than 256 MB RAM.
The height and width of a canvas object is 150 x 300 pixels if not specified.

JavaScript execution time is limited to 10 seconds for each top-level entry point.
If your script executes for more than 10 seconds, Safari on iOS stops executing the script at a random place in your code, so unintended consequences may result.

This limit is imposed because JavaScript execution may cause the main thread to block, so when scripts are running, the user is not able to interact with the webpage.

See the Safari Web Inspector Guide for how to debug JavaScript on iOS.

The maximum number of documents that can be open at once is eight on iPhone and nine on iPad.
iOS Note: In iOS 1.1.4 and earlier, the JavaScript execution time was limited to 5 seconds and the size of allocations to 10 MB. Also, the limit on the size of canvas elements was the same as Safari on the desktop.
In iOS 2.2.1 and earlier, the sum of all of the frames needs to be less than 2 megapixels—that is, width * height * number of frames ≤ 2 * 1024 * 1024. In iOS 3.0 and later, the limit only applies to one frame at a time.
You also need to size images appropriately. Don’t rely on browser scaling. For example, don’t put a 100 x 100 image in a 10 x 10 <img> element. Tile small backgrounds images; don’t use large background images.




source
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Post » Sat Jun 27, 2015 2:21 am

This was discussed not so long ago, every device and browser has it's own texture limits. Link to the report
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Post » Wed Jul 01, 2015 2:49 pm

Closing as won't fix. To display text in WebGL mode, it's necessary to paste the text on to a WebGL texture. So you are held to the same maximum texture size limits as normal images, and different devices have different limits. (For example the 1st gen Nexus 7 only does 2048x2048, but my dev machine does 16384x16384.) For universal support that's 2048x2048, although 4096x4096 has something like 99% device support.
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Post » Wed Jul 01, 2015 2:53 pm

Ok, thanks! So this is another reason not to support iOS anymore. Windows ftw! ;o)

I hope Win10 allows C2 exported Projects to run on Xbox One. Right now it has some limitations like some Problems with the Gamepad object. :)
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Post » Thu Jul 02, 2015 11:38 am

@Bl4ckSh33p - there are definitely GPUs for Windows that only support 4096x4096 textures (or if you get a really old dusty PC out maybe it even only does 2048x2048). It's not OS specific, it's to do with the graphics hardware.
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Post » Thu Jul 02, 2015 1:00 pm

But I expect from an iPhone 5S that it can Display this simple text when other phones which cost less than 1/4 can do it. It's really just paying for the Name Apple (and the design) and not so great Hardware it seems.

But thank you for clarifying that.
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