on 01-06-2012 02:25 PM
When I try to enable an Rgb565 graphics context as follows
graphics = new GraphicsContext(0, 0, PixelFormat.Rgb565, PixelFormat.Depth16, MultiSampleMode.None);
It works fine in the Simulator and on the Xperia Play and other Android devices but on Vita the screen is split into 4 and heavily corrupted.
It's not a major problem right now as the Vita can easily handle rendering to a 32bit framebuffer at 60fps, but the Android devices struggle a little so I was hoping to use a 16bit framebuffer as an optimisation.
I assume this is just a bug and will get fixed prior to PSS launch but I just wanted to make people aware of it if not already.
Thanks
Claire
on 01-06-2012 02:56 PM
Hi :
Interensting. Coudl you please explain better the part of splits in 4? do you have some picture?
Cheers
on 01-06-2012 03:14 PM
Hard to describe what I'm seeing really. I'll attach an image:
on 07-06-2012 02:33 PM
I've also noticed this and not only that but if I load textures in and store them as 565 they render incorrectly on Android devices but not on Vita.
I think the Vita VM and port of the SDK still needs more work (compared to the Android version) and hopefully the next SDK update will see many of these issues fixed.
on 07-06-2012 03:05 PM
Hi :
Looks like if the Opengl ES implementation can't handle correctly the 565 bits per channel, or like Martin says the VM native call inside the Vita probably is not mapping correctly that format. That happened to me ones a long time ago when the data pointer type and theformat type where incorrect on OpenGL. Probably James will try to find/fix this with the Dev team.
Cheers,
on 11-06-2012 04:37 PM
Hi Morgana,
Thanks for reporting the issue. We have identified that this is a problem on the PS Vita and the issue has been raised with the development team. We will notify you once we have more information.
Thank you all for your detailed feedback and helpful comments.
Kind Regards
M
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