Open CsloudX opened 1 year ago
Which Android device model and Android version are you using? Try switching to the Compatibility rendering method in the Project Settings (including for the .mobile
override), as Vulkan support on Android devices is notoriously buggy.
PS: Your textures have a non-of-power of two size. While this should work in theory since OpenGL ES 3.0 mandates support for it, I wouldn't be surprised if some Android devices choke on these. Try resizing your textures to use power-of-two sizes such as 128×128 or 256×256.
I'm test again, it like because of Image.resize
or ImageTexture.create_from_image
.
I'm upload a test project:
AAT.zip
If I comment the for
loop codes, everything works well.
NOTE: Also maybe because of ProjectSettings that I'm changed, but I can't found sorry.
Does it work if you follow this instruction?
Try resizing your textures to use power-of-two sizes such as 128×128 or 256×256.
In this case 32 for the ones with 20, or 16 for the ones with 10, and so on, you can do this easily with resize_to_po2()
Does it work if you follow this instruction?
Try resizing your textures to use power-of-two sizes such as 128×128 or 256×256.
Yes, I'm changed my image's size to 256x256 and test, i't work error too.
Addtion: Everything work well in v3.5.
Addtion: I'm test again, and found some more information, wish can help.
If use for
loop, it work error.
If use for
loop and resize
again on out for loop, it work error but looks better.
If not use for
loop, it work no error.
NOTE: In this section, the tomato.png
original size was 183x183
Godot version
v4.1.dev2.official [668cf3c66]
System information
window10 64bit
Issue description
Texture render error on Android but all right on PC.
NOTE: The project was convert from Godot3.
Steps to reproduce
Please export the reproduction project to Android and look the the Texture.
Minimal reproduction project
TTT.zip
ADD: Device: MI8 OS: MIUI 12.5.2