I would RELY on what the limits are.

I remember back in the day when we were adding more graphic channels to 
Macromedia Director and we went from 64 to simply what the computer running our 
implementation had the RAM and processor power to handle.

We set it higher (I forget what) but it was limited by the machine's 
capabilities.  That way we could up the max amount as machines gained 
capability.

So, it might be able to support more, but not consistently across every 
machine/device.

That's my guess.


On Sep 22, 2016, at 9:50 AM, kata wrote:

>  I don't know the definition but my experience.
> JPEG accepts up to 65500 pixels width and height.  Core Graphics framework 
> supports more than that of course, and also PNG accepts more. Some 
> NSBezierPath methods will fail to draw around 80000 and many methods fail 
> over 120000, then i support up to 65500 now.
> 
> Yoshiaki Katayanagi
> http://www.jizoh.jp/english.html
> 
>> 2016/09/22 22:14、Gabriel Zachmann <z...@tu-clausthal.de> wrote:
>> 
>> 
>> What is the maximum size of a bitmap image I can render using the Core 
>> Graphics framework and CALayer ?
>> 
>> So far, I had assumed it is the maximum texture size the graphics card can 
>> handle, so I determined the limits via
>>  glGetIntegerv( GL_MAX_TEXTURE_SIZE, &maxTextureSize_ );
>> 
>> But apparently , the limits are much higher.
>> 
>> How can I determine the limit, so that my app can filter out images over the 
>> limit, so that it does not crash in such cases?
>> 
>> I have checked the documentation, in particular 
>> CGImageSourceCreateImageAtIndex() et al., to no avail.
>> 
>> 
>> 
>> Best regards, 
>> Gabriel.
> 
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