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Pixmap bad compression exception on iOS devices #2362

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dhpinfotech opened this Issue Sep 21, 2014 · 3 comments

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dhpinfotech commented Sep 21, 2014

I am developing a game using Libgdx for Android and iOS devices.

The game runs great on Android devices and iOS Simulator.

However, I am facing issue when I try to deploy application on real iOS device.

Application get installed and could not load the images with following error logs.


[debug] IOSApplication: View: Portrait 640x1096

[debug] IOSGraphics: 640.0x1096.0, 2.0

[debug] IOSGraphics: Calculating density, UIScreen.mainScreen.scale: 2.0

[debug] IOSGraphics: Display: ppi=326, density=2.0

[debug] IOSApplication: created

[debug] IOSApplication: resumed

com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: BPlane.png

at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java)

at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java)

at com.badlogic.gdx.graphics.Texture.load(Texture.java)

at com.badlogic.gdx.graphics.Texture.<init>(Texture.java)

at com.badlogic.gdx.graphics.Texture.<init>(Texture.java)

at com.badlogic.gdx.graphics.Texture.<init>(Texture.java)

at com.badlogic.gdx.graphics.Texture.<init>(Texture.java)

at com.dhp.kites.BlueAssets.load(BlueAssets.java)

at com.dhp.kites.MainMenu.<init>(MainMenu.java)

at com.dhp.kites.PP.create(PP.java)

at com.badlogic.gdx.backends.iosrobovm.IOSGraphics.draw(IOSGraphics.java)

at com.badlogic.gdx.backends.iosrobovm.IOSGraphics$1.draw(IOSGraphics.java)

at org.robovm.apple.uikit.UIView.$cb$drawRect$(UIView.java)

at org.robovm.apple.uikit.UIApplication.main(Native Method)

at org.robovm.apple.uikit.UIApplication.main(UIApplication.java)

at com.dhp.kites.IOSLauncher.main(IOSLauncher.java)

Caused by: java.io.IOException: couldn't load pixmap bad compression

at com.badlogic.gdx.graphics.g2d.Gdx2DPixmap.<init>(Gdx2DPixmap.java)

... 16 more

Any help would be appreciated.

Sorry if this is not an actual issue for LibGdx , I am not sure , so posted here.

Thanks

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mikemee Sep 22, 2014

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@dhpinfotech In the fwiw department, at some point I ran some pngcrush style utilities on my assets and had a similar problem on iOS. Some pngs were still fine, others triggered problems. Rather than deal with it, I just backed out the compression.

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mikemee commented Sep 22, 2014

@dhpinfotech In the fwiw department, at some point I ran some pngcrush style utilities on my assets and had a similar problem on iOS. Some pngs were still fine, others triggered problems. Rather than deal with it, I just backed out the compression.

@badlogic badlogic added ios bug labels Sep 27, 2014

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Our image loading code does not support pngcrushed PNGs i'm afraid. This won't change in the near future.

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badlogic commented Sep 27, 2014

Our image loading code does not support pngcrushed PNGs i'm afraid. This won't change in the near future.

@badlogic badlogic closed this Sep 27, 2014

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dhpinfotech Sep 30, 2014

Okay @mikemee @badlogic Thanks for the update , I read the same answer on Google Group but thought we might have resolved it.

dhpinfotech commented Sep 30, 2014

Okay @mikemee @badlogic Thanks for the update , I read the same answer on Google Group but thought we might have resolved it.

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