I use a large image in a frame of a sprite, and want to use custom polygon mask, well... It's just not possible, or somehting is going wrong :
There is a zone displayed with a black line (rectangle in fact) that you can't exceed. Or maybe the values of the custom polygon points are right, but not the preview of the mask.

Steps to reproduce the behavior:
Project with wich i've made the screenshot :
I work on point and click game adventure game, so i use a lot of large sprite, some for static object (and easy positionning) and for the need of some animations... with custom hitboxes.
I hope this could be easily fixed... i was often using very large images in GD4 (native) without problem in sprites.
That is one huge sprite :)
You could optimize the game by slicing the sprite into parts that are visible on the screen and only render those when in view
Would be nice if we could do zoom in/out on this window
Zoom would be good here. I'll try to see if I can add this or at least fix the rendering issue.
Note that this should only be a rendering issue, meaning that you can still edit the coordinates of the points (which are limited by the size of the image).
Also side note, I would not recommend at all to use such huge images for, notably because graphics card may not support it. 1024x1024 would be the maximum (if you're targeting low end mobile devices, it can be as low as 512x512, but I think it's not your case :)) for a texture to be sure that it is displayed properly.
Even iPad that are not so old might not support things larger than 2048*2048: https://stackoverflow.com/questions/2505186/what-is-the-maximum-texture-size-available-on-the-ipad
WIth a smaller image, you'll also reduce its size, so your game will be less heavy (both to download and in memory). :)
Finally if you have to display a ultra large image at some point, better in this case to split it into multiple objects.
I know that this is not changing the fact that the preview seems bugged, but be aware of these potential issues :) I might even add a warning in GDevelop.
@4ian yes i agree about performance issue, i'm always concerned by this :) And i also know about the issue of 2048x2048+ textures with ipad.
I just wanted to report this rendering trouble in preview : fact is i can set the point of a polygon correctly by values, but i have to check the value x,y in an external image editor. With one image it's not a problem, but when you have multiples frames with custom hitboxes..
Also, i was used to develop only in native platform on GD4, and.. very large image where supported without trouble, and in fact i need a mimum size of 1920x1080 right now in GD5... So every X/Y coords of my points have to be checked with external editor.
About performances, i have "not so bad" (even great!) results on low spec mobiles with large images of this size : i use png8 with 32 colors or less (indexed color pal).
A fix for the rendering issue would be just perfect.
Hi, any update on this ? It's difficult to edit hitboxes in an area limited to 200 pixels high. Maybe a larger modal window could help if a zoom functionality is too complicated.
Still on the roadmap: https://trello.com/c/kPRc19zV/147-add-support-for-zooming-in-out-when-editing-points-hit-boxes-or-in-a-preview-of-a-sprite-in-the-sprite-editor
Did not have time lastly to work on this - even if I know it's a big pain point
Most helpful comment
Still on the roadmap: https://trello.com/c/kPRc19zV/147-add-support-for-zooming-in-out-when-editing-points-hit-boxes-or-in-a-preview-of-a-sprite-in-the-sprite-editor
Did not have time lastly to work on this - even if I know it's a big pain point