I packaged my texture atlas with Texture Packer with max size set, the output image is non POT, AppGameKit reported that one of my tile sets is not big enough to contain the amount of tiles specified in SetSpriteAnimation but it does, I can count to 12 by myself just fine and all the tiles are 16x16px, even I ant balls that math up.
the atlas also contains 3 other tile sets of the same dimensions which load fine, out of the 20 or so sub images this is the only one reporting errors.
After checking my code 100 times and swearing quite a lot I reexported the spritesheet with fixed size POT (2048x2048) and AppGameKit loads it fine but now I have a massive image I do not need, I know AppGameKit expects POT images for things like UV scrolling and such but is this really a requirement for loading tilesets and spritesheets from a texture atlas with LoadSubImage??? and if so why does AppGameKit only report this error on a single image when 3 other images are just variations of the one that fails, if I comment that line out it still loads fine minus a tileset of course?
and no, I cant provide example code as any attempt to recreate this issue outside my project just results in everything working and I can not post the project as it contains licenced artwork, could a dev take a look at the project and give some feedback?