-
-
Notifications
You must be signed in to change notification settings - Fork 21.8k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
iOS GLES2 Material with VideoRam texture leeds to black screen #35851
Comments
Do iPhones support ETC1 texture compression? If not, you'll have to generate PVRTC-compressed textures using an external tool. Unfortunately, this process is undocumented. |
How do I know where to store them? And do you knwo a tool that can do that? |
You can place them anywhere. Placing them in the same directory as the uncompressed images makes sense. You'll just have to specify the path to the compressed image in the MeshInstance's material. However, this will most likely cause the texture to stop displaying on desktop (as PVRTC is only supported on iOS). As for obtaining PVRTexToolCLI, it seems it's now part of the PowerVR SDK available here. (Unfortunately, there's no minimal installation that contains just the required executable.) |
@Calinou I tried all available options, but all of them generate the same error. I set this as the texture albedo directly, may that be wrong? |
Godot version:
3.1.2 stable
OS/device including version:
iPhone 6s, iOS 13.3.1
Issue description:
When you have a scene with a material, that uses a texture which is imported in Video Ram mode, the game does not render the scene and shows only a black screen.
Steps to reproduce:
Minimal reproduction project:
ioSGLES2.zip
The text was updated successfully, but these errors were encountered: