With pixmaps you can, images will not work with that size.
You don't need to upload it, you can draw pixmaps or paste parts of the pixmap to a different pixmap and only draw that pixmap.
Problem is the massive size of it 58 MB RAM usage.
BUT: you can not draw on anything. BM has no buffer support.
What you would have to do is to manually modify pixel after pixel or paste a different pixmap into this pixmap. Alternative you access the byte ptr of the pixmap and modify it "in data" directly without all "looking nice but beeing slower" wrapping functions.
Main problem is that Alpha does not work when drawing pixmaps. Only Images have Alpha as only Images are 3D objects, pixmaps are copied directly into the backbuffer, not rendered. No alpha support therefor.
Sounds like you want to use it for a worms like terrain and use the alpha to destroy pixels?
If you plan to use it for something like this, you might consider using a more tilemap like approach to restrict the "modification access size" drastically to 1-X tiles instead of 58MB of data. That would drastically reduce the upload time as well as you only upload modified tiles, not a whole screen full of data, which will not work in realtime. and upload sadly is needed if you plan to use image alpha.
You don't need to upload it, you can draw pixmaps or paste parts of the pixmap to a different pixmap and only draw that pixmap.
Problem is the massive size of it 58 MB RAM usage.
BUT: you can not draw on anything. BM has no buffer support.
What you would have to do is to manually modify pixel after pixel or paste a different pixmap into this pixmap. Alternative you access the byte ptr of the pixmap and modify it "in data" directly without all "looking nice but beeing slower" wrapping functions.
Main problem is that Alpha does not work when drawing pixmaps. Only Images have Alpha as only Images are 3D objects, pixmaps are copied directly into the backbuffer, not rendered. No alpha support therefor.
Sounds like you want to use it for a worms like terrain and use the alpha to destroy pixels?
If you plan to use it for something like this, you might consider using a more tilemap like approach to restrict the "modification access size" drastically to 1-X tiles instead of 58MB of data. That would drastically reduce the upload time as well as you only upload modified tiles, not a whole screen full of data, which will not work in realtime. and upload sadly is needed if you plan to use image alpha.