Closed abbana closed 3 years ago
Your source data is a PNG so your pixels will be ARGB8, you are using the wrong pixel format. You can’t use half nor r11g11b10f. Also why load a PNG if all you’re doing is create a 1x1 white image?
Thanks @romainguy
Your source data is a PNG so your pixels will be ARGB8, you are using the wrong pixel format. You can’t use half nor r11g11b10f.
This is what I have , Format nor Type have ARGB8
/**
* Pixel color format
*/
public enum Format {
R,
R_INTEGER,
RG,
RG_INTEGER,
RGB,
RGB_INTEGER,
RGBA,
RGBA_INTEGER,
UNUSED,
DEPTH_COMPONENT,
DEPTH_STENCIL,
STENCIL_INDEX,
ALPHA
}
/**
* Pixel data type
*/
public enum Type {
/** unsigned byte, 8-bits */
UBYTE,
/** signed byte, 8-bits */
BYTE,
/** unsigned short, 16-bits */
USHORT,
/** signed short, 16-bits */
SHORT,
/** unsigned int, 32-bits */
UINT,
/** signed int, 32-bits */
INT,
/** half-float, 16-bits float with 10 bits mantissa */
HALF,
/** float, 32-bits float, with 24 bits mantissa */
FLOAT,
/** a compessed type */
COMPRESSED,
/** unsigned 5.6 (5.5 for blue) float packed in 32-bits */
UINT_10F_11F_11F_REV
}
Also why load a PNG if all you’re doing is create a 1x1 white image? Aim is to set separate image each face on a later time
Hi,
Aim: Indirect light specular reflection as solid color (white)
Platform: Java Android , derived from Sceneform
Source: PNG RGB color 8 bits/channel
Request: I think I messed up with the PNG or with the data type. Setting com.google.android.filament.Texture.Type.UINT_10F_11F_11F_REV all the scene becomes black regardless the material and the sun has no effect Setting com.google.android.filament.Texture.Type.HALF metallic objects have just the sun but no reflections (black)
What done: