on 16-07-2012 01:29 PM
I updated to the 0.99 SDK over the weekend. Now my game is broken. The problem appears to be related to mipmaps.
In the simulator, all polygons with textures that are displayed at less than 1:1 resolution are missing. If I zoom in, they appear. If instead of zooming in I switch off mipmaps, the textures appear - but look rubbish due to lack of mipmaps.
When running on the Vita, instead of the textures being missing, they are rendered in blocks of about 8x8 pixels - as if they are using the wrong mipmap level.
I didn't see anything related to mipmaps in the release notes. Is anyone else seeing this kind of problem? Any ideas?
on 16-07-2012 02:05 PM
According to the release notes for 0.99, 'Texture2D.GenerateMipmap() may not operate correctly' on the vita. Don't know anything more than that though I'm afraid....
on 16-07-2012 02:28 PM
on 17-07-2012 09:25 AM
I would assume that passing mimmap=true just internally calls GenerateMipmaps anyway hence the problem. This is a major flaw if it's just broken all of a sudden though to be honest I've not noticed any problems in my games...
on 17-07-2012 09:38 AM
on 17-07-2012 10:15 AM
This is what happens if I change the line
texture = new Texture2D( "/Application/data/renga.png", false );
to
texture = new Texture2D( "/Application/data/renga.png", true );
in BgModel.cs in the ShaderCatalogSample sample code.
So it doesn't look like it's a problem with my code.
on 17-07-2012 10:58 AM
Interesting, just made the same change on my PC and don't see that problem. Perhaps it's GPU/driver based? Do you get the same behaviour when deploying to a device?
on 17-07-2012 02:56 PM
Hi:
About strange behaviors I want to mention again my problem with Ad Aware, after installed it I started to have problems with framebuffers etc etc, As Martin pointed did you try in the device? try to stop all other resident programms to see if still happening.
Cheers.
on 17-07-2012 04:23 PM
on 24-07-2012 02:01 PM
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