High-resolution visuals and interactive scripting

I am currently using pannellum (http://www.mpetroff.net/archives/2012/08/28/pannellum-1-2/) with Three.js to work on local files. Everything works smoothly for small files, but when I try to load a 5000 x 10000 image, it fails to load. I'm wondering what the limitations are in this case and how I could possibly make it work with such large images. Is it possible to load the image using an img tag and then inject it into the application? In the code I have, it looks like this:

 var panoimage = new Image();

Could I replace this with something like:

 var panoimage = document.getElementById('PanImage');

Where can I find the source code for Image()? Is it a part of JavaScript? I couldn't find any information regarding this class.

EDIT 1

To address the issue, I made some changes to pannellum so that it loads the image from an html image element rather than dynamically loading it.

In pannellum.htm, I added the following html:

 <img id='panimage' src="000063.jpg" style="visibility: collapse;"/>

In pannellum.js, I modified line 104 to:

var panoimage = document.getElementById('panimage');

I also commented out the

panoimage.onerror = function() { 

This way, the code that should be executed after the image is downloaded runs immediately since the image has already been loaded by that point.

Additionally, I commented out the line that sets the source of the image.

However, instead of downloading the image, it only displays a black screen.

Answer №1

In my experience, different browsers have their own way of deciding not to display images they consider too large (you can check out this question I posted a while ago for more information). Unfortunately, this behavior varies depending on the user agent. While Canvas offers solutions for handling large images at times, during my previous work with very big images in DHTML, I had to give up eventually (even slicing them into smaller pieces didn't solve the issue of them not rendering after some time).

new Image() is a traditional DOM method used to create an image element from scratch outside of the document – you can find more details about it here. Your original code line is essentially equivalent to:

var panoimage = document.createElement('img');

The updated line you've implemented now retrieves an image that already exists somewhere in the document, instead of generating a new one from scratch.

Answer №2

Upon reviewing the Pannellum source code, it appears to utilize the WebGL renderer from Three.js. It is important to note that WebGL has a restriction on texture size, determined by your GPU, which in turn affects the maximum image size that can be rendered. You can find out your GPU's maximum texture size by visiting this link: http://jsfiddle.net/ABC123/

Additionally, it crossed my mind that using non-power-of-two image sizes with incorrect texture parameters could be a potential issue. However, since the Pannellum demo also features NPOT images, I believe this is not the cause of the problem.

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