Texture loading problem PowerVR SGX540… HELP!!!!

This topic contains 1 reply, has 2 voices, and was last updated by  Joe Davis 5 years, 1 month ago.

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  • #30950

    tanali
    Member

    Hi

    I am working on a 3d game for android and it is currently in the market.
    It uses compressed ETC textures mostly. 
    My users have have tested this app. on many different devices with Adreno-200, Adreno-205, Mali-400MP, gpus 
    It is working fine there…
    But any device using PowerVR SGX540 GPU will not load many textures correctly….
    And some textures are loaded completely black while others are loaded correctly…..
    I have made sure that all my textures are power-of-two,
    but some are not square and can be rectangular e.g.  64*128.
    Why am i having this problem, please help!!!!!
    I use the following opengl Paramters when loading the textures:

    gl.glActiveTexture(GL10.GL_TEXTURE0);               
    gl
    .glBindTexture(GL10.GL_TEXTURE_2D, glTextureId);
    gl
    .glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR);
    gl
    .glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR);
    gl
    .glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
    gl
    .glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
    #36088

    Joe Davis
    Member

    Hi tanali,

    Have you tried testing your application with all textures forced to square power-of-two to see if this resolves the rendering issues? Are you certain that the non-square power-of-two textures are the cause of the problem?

    Thanks,
    Joe

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