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floating point textures are pixel slurry on iOS #45
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I did pass floats and it seems the issue is not with the texture itself, but rather its sampling in a fragment shader (using |
If possible try running this on a real device an lmk |
Okay, on device the texture is just blank instead of messy, regardless what color value i write to it using |
I noticed the call to |
Can you try this again an lmk |
Yes, this is working perfectly now. Thank you! |
When trying to sample from a floating point texture (RGBA32F/FLOAT), you get random pixels. See attached screenshot below
The texture has been cleared with color (0, 0, 0, 0), so unfortunately, as shown above, this is not just a matter of floats being interpreted as ints. Sadly I cannot confirm that the texture is actually filled with (0, 0, 0, 0), since
gl.readPixels()
does not write anything.Is there some maybe flag missing that tells the backend "this is a float texture"?
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