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Dynamic CPU texture fails to render on iOS #35

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gitfool opened this issue Oct 8, 2014 · 13 comments
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Dynamic CPU texture fails to render on iOS #35

gitfool opened this issue Oct 8, 2014 · 13 comments
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@gitfool
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gitfool commented Oct 8, 2014

Attached (at the bottom) is a repro project that renders as expected on Windows and Android, but not on iOS.

I'm working with strange texture sizes, but ideally the Paradox framework takes care of the details to make such textures work transparently on platforms with specific texture size / stride requirements. If that is indeed the plan then this is a bug; otherwise I'd greatly appreciate some advice on getting this to work on iOS. ;)

Rendered on Windows (and Android):
cputexture-windows
(Targeting Android 4.0.3 with Nexus 5 running 4.4.4)

Rendered on iOS:
cputexture-ios
(Targeting Universal 6.1 with iPad 3 running 8.0.2)

CpuTextureRepro.zip | uploaded via ZenHub

@xen2
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xen2 commented Oct 9, 2014

FYI, texture are supposed to work transparently on any platform, so it is likely a bug.
Thanks for providing a test case!

@gitfool
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gitfool commented Oct 9, 2014

You're welcome! iOS is proving to be quite a PITA, but Paradox engine is already so good, it keeps me going. ;)

@xen2
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xen2 commented Oct 9, 2014

Usually iterating on Windows (and Android) is much easier, iOS should be kept for testing/deployment (if possible) due to slower iteration speed -- due to static linking, etc....

@xen2 xen2 self-assigned this Oct 9, 2014
@gitfool
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gitfool commented Oct 9, 2014

Agreed. That's what I've been doing, until now at least, when I wanted to verify that iOS works too.

@xen2
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xen2 commented Oct 9, 2014

That was a problem on our side (old version of OpenTK iOS used to have different overloads -- it wasn't updated properly).

It will be fixed in next release (next week, let me know if urgent).

@xen2 xen2 added this to the beta01 milestone Oct 9, 2014
@gitfool
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gitfool commented Oct 9, 2014

I can wait, especially if it means issue #37 will be fixed. Also, I don't want to be a pain, but what about the SpriteBatch issue with custom effects not working on iOS (and Android)?

@xen2
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xen2 commented Oct 9, 2014

You mean #30? Is it not fixed already?

@gitfool
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gitfool commented Oct 9, 2014

Not quite, #30 works on Windows, but not Android or iOS.

@xen2
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xen2 commented Oct 9, 2014

Can I reproduce it by using code of #30 as is on Android/iOS?
If yes, I will reopen this issue.

@gitfool
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gitfool commented Oct 9, 2014

That's what I did, but I'll double check (I tested it soon after it came out).

@gitfool
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gitfool commented Oct 9, 2014

Just tested on Windows and Android. Worked on Windows. Failed on Android - rendered a blank screen. I'll save iOS for later, but that should be enough evidence.

@xen2
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xen2 commented Oct 9, 2014

I guess this is just a missing shader (need to add it in pdxfxlib). I will take a look though to make sure.
Let's move this discussion to #30 from now.

@xen2 xen2 added the fixed label Oct 10, 2014
@xen2 xen2 modified the milestones: alpha11, beta01 Oct 10, 2014
@xen2
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xen2 commented Oct 10, 2014

Fixed in newly released alpha11.

stride-bot pushed a commit that referenced this issue Jan 16, 2017
…ster-1.9

* commit '21a01d1b68bef8f568a194d103f3ae4513f311db':
  [Editor] Allow RenderFeature shaders to be broken
  [Shaders] cbuffer layouts were not properly preserved
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