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Mipmaps broken in SDK 0.99 ?

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?

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Re: Mipmaps broken in SDK 0.99 ?

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....

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Re: Mipmaps broken in SDK 0.99 ?

Yes, saw that. I'm not actually calling Texture2d.GenerateMipmap() - I'm loading textures using the constructor Texture2D(string fileName, bool mipmap), which worked fine until the 0.99 update. I've tried calling GenerateMipmap() but it makes no difference.
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Re: Mipmaps broken in SDK 0.99 ?

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...

Martin Caine
Founder and Lead Programmer of Retroburn Game Studios

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Re: Mipmaps broken in SDK 0.99 ?

I'm guessing that it's some strange interaction with something in our code but it would be helpful to know what has changed in the SDK, to know where to start looking.

I thought that maybe I could see where our code differs from the sample code and work from there to determine the problem. However - slight problem - all of the sample code has mipmapping disabled.
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Re: Mipmaps broken in SDK 0.99 ?

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.

 

 Broken.jpg

 

 

So it doesn't look like it's a problem with my code.

 

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Re: Mipmaps broken in SDK 0.99 ?

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?

Martin Caine
Founder and Lead Programmer of Retroburn Game Studios

Twitter | LinkedIn | Facebook
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Re: Mipmaps broken in SDK 0.99 ?

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.

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Re: Mipmaps broken in SDK 0.99 ?

It does seem that it must be related to my laptop somehow. After fixing another issue that made it appear that the same thing was happening on Vita, it's fine on Vita now (except that it frequently fails to deploy to Vita and when it succeeds it takes ages to load).

It seems that for now I'll have to just disable mipmaps when running in the simulator.
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Re: Mipmaps broken in SDK 0.99 ?

Hi all,

We understand that this problem is possibly due to some underlying issues with ATI / AMD based cards. Our engineers are investigating and we'll post some updates when we have more information to share.

Best regards,
James
PlayStation®Mobile Dev Team
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