So, Image itself isn't doing the texture rendering? but the closest
container does it?
but, how would it explain that the problem doesn't occur if i put
multiple such images in a single delegate? and even in the example that
has the problem, the Image is not directly the delegate, but there's
Item in between?
Sander van Grieken schreef op 2019-06-01 19:28:
ListView probably doesn't split its surface into multiple textures if
the texture size is exceeded.
A computer probably has a larger texture size, but you'll probably run
into the same issue on even
larger images.
grtz,
Sander
On vrijdag 31 mei 2019 01:57:52 CEST AL13N wrote:
I have a ListView with an ListItem delegate and an Image in it;
when i have 2 images with a large height on it next to each other,
after
scrolling to it, i get an EGL Texture error .
doing this on a computer does not show this error.
if you do a ListView with a ListItem and it has those 3 Image and
they
are anchored, then scrolling through them is not a problem at all.
I suspect it has something to do with how the ListView is
instantiating
the image, maybe parallel initialization or something?
anyone have an idea for a workaround?
AL13N
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