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
Shader looks different on Android (two devices; GLES2) #27784
Comments
Could you retrieve OpenGL ES capabilities of both devices with this app? https://play.google.com/store/apps/details?id=de.saschawillems.glescapsviewer |
It worked. |
Is this still reproducible in 3.1.2 or 3.2beta? |
I can still reproduce it using Godot 3.2.1 stable. |
Is this still reproducible in 3.3 or later? A minimal reproducible project would be useful, though even then it might be tricky to debug as this issue likely only happens with devices which lack support for some features or have driver bugs (bugs which might be even more prominent on unofficial ROMs like LineageOS). |
Those artifacts may be due to the more limited shader precision available on mobile devices. See godotengine/godot-proposals#1747. In the meantime, you can detect whether the host OS is a mobile platform using |
Godot version:
master
OS/device including version:
Android (zerofltexx Ressurrection OS 9.0; matissewifi Lineage OS 7.1)
Issue description:
While the shader looks correct on my smartphone, on my tablet with lineage os there are strange rectangles.
Steps to reproduce:
Minimal reproduction project:
Solus-Stunts-v1.0-bug.zip
The text was updated successfully, but these errors were encountered: