Failed to execute ‘getImageData’ on ‘CanvasRenderingContext2D’: Out of memory at ImageData creation
Why it occurs? Should i set up any any extra value to use tileSprite?
But i need 50000. in phaser 2 was’t any problem with tileSpeite.
i use 50000 value. But phaser 3 reach out of memmory…
What is the difference between tileSprite in 2 and 3 phaser?
I really don’t know, maybe it’s because in Phaser 2 PIXI was managing it in a different way. Let’s see if someone can bring more light on this…
Anyway I think a workaround can be create tileSprites to the limit, position them and manage them all as a bigger one.
At a cursory glance, Tile Sprites are handled similarly in Phaser 2 and Phaser 3, so I’ve got no idea why Phaser 2 can works. At any rate, 50000 is a really big size, larger than pretty much any GPU can handle. As the documentation says, use a smaller size and adjust the tilePosition and the tileScale. Those two properties can emulate pretty much any size.