I have a method that needs to parse through a bunch of large PNG images pixel by pixel (the PNGs are 600x600 pixels each). It seems to work great on the Simulator, but on th
I solved the problem by making a square context (width=height). I was having a 512x256 texture and it crashing every time I sent the data to OpenGL. Now I allocate a 512x512 buffer BUT STILL render 512x256. Hope this helps.