We got a number of bug reports (on Android and iOS) reported by developers using large images:
java.lang.IllegalArgumentException: Upload requires 2475266 elements, but only 1549938 elements remain in the buffer at com.sun.prism.impl.BaseTexture.checkUpdateParams(BaseTexture.java:354) at com.sun.prism.es2.ES2Texture.update(ES2Texture.java:640) at com.sun.prism.impl.BaseContext.flushVertexBuffer(BaseContext.java:106) at com.sun.prism.impl.BaseContext.updateMaskTexture(BaseContext.java:248) at com.sun.prism.impl.ps.BaseShaderGraphics.renderShape(BaseShaderGraphics.java:482) I traced this down to the following: initially, a buffer of [1024 * 1024] is allocated by BaseContext.validateMaskTexture. When the MaskData becomes bigger than 1024 (w or h), a new buffer is allocated with capacity [newTexW * newTexH] with newTexW and newTexH the new width/height that are passed when creating a new Texture. However, the physical size of the texture can be different -- e.g. ES2Texture.create (ES2Context, PixelFormat, WrapMode, int, int, bool) will in some cases set the real texWidth/height to the next power of 2. Subsequently, in next rendering loops when the Texture needs to be updated, it is checked whether the capacity of the buffer is large enough to hold the texture. In this case, the physical width is passed and the buffer is not large enough. Adding the following two lines in BaseContext.validateMaskTexture() (line 220) fixes the problem: newTexW = Math.max(newTexW, maskTex.getPhysicalWidth()); newTexH = Math.max(newTexH, maskTex.getPhysicalHeight()); Using this patch, the size of the buffer will take the physical size of the texture into account. I'm not sure this is the best approach though. - Johan