Hello, this is my first post here. At least, I think it is.
I'm developing a 2D game with libgdx. I have a PNG that contains the animation sheet for the player character. Naturally, it has transparency. At first, it was 8192*4096, but I needed to add bigger animations that didn't fit in 8192 pixels. So I increased the width to 16384.
That's when the problem started: some exception popped up in an irrevelant part of the code. I made sure that THAT part wasn't faulty, and tracked the problem to the Texture object. libgdx refuses to load that image to GPU. No exceptions or anything about this, I just have a null Texture object. The weird thing is that it DOES work if I modify the PNG to one that doesn't have transparency.
So if I have a PNG that's 8192 pixels wide, it works, transparent or not. But if the PNG is 16384 pixels wide, it doesn't work if it has transparent pixels. What's up with that?