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    This is the community forum for my apps Pythonista and Editorial.

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    Trouble using imported images from Photos

    Pythonista
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    • iOSBrett
      iOSBrett last edited by iOSBrett

      Thanks for that, exception is ‘could not load texture’

      Had to remove ui.image.named as I couldn’t convert it to a texture for SpriteNode

      Exception doesn’t really help us much, this is a weird one.

      ‘’’
      try:
      self.background = SpriteNode('IMG_0202.PNG')
      except Exception as e:
      print(str(e))
      ‘’’

      cvp 1 Reply Last reply Reply Quote 0
      • cvp
        cvp @iOSBrett last edited by

        @iOSBrett I have the same problem but only with big images, try with a litlle one, just to be sure. If ok, you will need to resize your photos

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        • iOSBrett
          iOSBrett last edited by

          It definitely doesn’t work with big images, but I have same problem even with 200x300 images.

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          • JonB
            JonB last edited by

            did you try the stuff with listdir, and os.path.exists? (actually, should have checked for ui.Image.named(filename) is None -- Image fails silently when the file is not found, and just returns None.

            The error you are getting is the same one when a file does not exist, so we need to confirm the file does exist before going any further.

            So, check if Image.named returns an image, and do that outside of setup, as scene error handling is funky. Then print os.abspath('.') and print(os.listdir('.'))

            how did you get the file into pythonista?

            cvp 1 Reply Last reply Reply Quote 0
            • cvp
              cvp @JonB last edited by

              @JonB Hello, no, it is not a problem of "file not found" but file too big. I've tried with two files in the root, one of 5MB gives the problem, the other of 40KB does not have any problem

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              • JonB
                JonB last edited by

                That error can be both. So it is important to rule out path issues first.

                For large images, does named fail when outside of scene? If not, try creating the SpriteNode outside of the scene.

                Have you tried using jpg instead of png? Jpg uses MUCH less memory.

                cvp 1 Reply Last reply Reply Quote 0
                • cvp
                  cvp @JonB last edited by cvp

                  @JonB My big image is a jpeg. It can be loaded in an ui.Image via named, even during the initial of the Scene but the error *OSError: could not load texture" occurs when set as SpriteNode

                  import ui
                  from scene import *
                  
                  class MyScene (Scene):
                  	def setup(self):
                  		self.background_color = '#000000'
                  		ui_image = ui.Image.named('IMG_5903.JPG')	# 5 MB 3672x4896 px
                  		self.background = SpriteNode(ui_image) # corrected 😢
                  		self.background.position = self.size.width / 2, self.size.height / 2
                  		self.add_child(self.background)
                  
                  run(MyScene())
                  
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                  • mikael
                    mikael last edited by

                    @cvp, @iOSBrett, is there a chance for you to share a problem picture to experiment on? Preferably also a smaller one.

                    cvp 2 Replies Last reply Reply Quote 0
                    • cvp
                      cvp @mikael last edited by

                      @mikael I'll try but don't forget I only do that to help, personally, I never use Scene nor SpriteNode

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                      • cvp
                        cvp @mikael last edited by

                        @mikael Is 5MB too big?

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                        • cvp
                          cvp last edited by cvp

                          I have the same problem with photo which is an upload of a photo of 4 MB 1536x2048 px, but on Imgur: only 43 KB 640x853 px
                          Thus not too big, perhaps content problem

                          Edit: all examples of SpriteNode texture images I see on the net are "simple" images, not detailed images. I know I don't know anything about this matter, thus I only wanted to help but I obviously choosed an image not designed for textures. I'm sure I can't help, and I'm sorry to have be part in this topic, perhaps troubling the discussion.

                          mikael 1 Reply Last reply Reply Quote 0
                          • mikael
                            mikael @cvp last edited by

                            @cvp, I had no trouble with your picture. Probably it got processed somehow by imgur.

                            Maybe if @iOSBrett would share his picture?

                            cvp 1 Reply Last reply Reply Quote 0
                            • cvp
                              cvp @mikael last edited by

                              @mikael I have trouble with the same picture after download from Imgur...it takes 43 KB, is it the same for you?

                              1 Reply Last reply Reply Quote 0
                              • cvp
                                cvp last edited by

                                Sorry for all, I'm not proud of me. My little script loads an ui.Image but I had let the image name in the SpriteNode line. I'll go back in my bed.

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                                • cvp
                                  cvp last edited by cvp

                                  import ui
                                  from scene import *
                                  
                                  class MyScene (Scene):
                                  	def setup(self):
                                  		self.background_color = '#000000'
                                  		ui_image = ui.Image.named('IMG_5903.JPG')	# 5 MB 3672x4896 px   **** Error
                                  		#ui_image = ui.Image.named('IMG_3735.JPG')	# 4 MB 1536x2048 px **** ok
                                  		#ui_image = ui.Image.named('IMG_6575.JPG')	# 43 KB 640x853 px  **** ok
                                  		self.background = SpriteNode(ui_image)
                                  		self.background.position = self.size.width / 2, self.size.height / 2
                                  		self.add_child(self.background)
                                  
                                  run(MyScene())
                                  

                                  No error with photo of 4 Mb but error with photo of 5 Mb

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                                  • cvp
                                    cvp last edited by

                                    Big photo is here

                                    1 Reply Last reply Reply Quote 0
                                    • JonB
                                      JonB last edited by

                                      what if you create the SpriteNode outside of the scene?

                                      cvp 1 Reply Last reply Reply Quote 0
                                      • cvp
                                        cvp @JonB last edited by

                                        @JonB idem

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                                        • JonB
                                          JonB last edited by

                                          ohh, ok. scene Textures are opengl based, i think. So you cannot have a Texture that is larger in pixels that the graphics memory region, which is something like twice largest screen size (for retina displays).

                                          with ui.ImageContext(1024*2,1024*2) as ctx:
                                             #ui.Image.named('IMG_0625.JPG').draw()
                                             Texture(ctx.get_image())
                                          

                                          The above works, on my Ipad3. Anything up to 2048 in either row/col works, but even 2049x1 fails. so, that tells me the opengl textures must be <=2048 in either dimension.

                                          cvp 1 Reply Last reply Reply Quote 0
                                          • cvp
                                            cvp @JonB last edited by

                                            @JonB that's ok, thanks for @iOSBrett

                                            1 Reply Last reply Reply Quote 0
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