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Textures not rendering properly or on Android with GLES2 and ETC1 VRAM compression #39915

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CenTdemeern1 opened this issue Jun 28, 2020 · 8 comments

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@CenTdemeern1
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CenTdemeern1 commented Jun 28, 2020

I don't know of any potential duplicates.

Godot version:
3.2.1.stable (official)

OS/device including version:
(Mostly a copy-paste from a previous issue, this time with GLES2)
Microsoft Windows NT Version 10.0.18363.900 running on an Intel Core i3 and integrated graphics,
I'm using GLES2.
My Android device is a Lenovo K6 (K33a48) running Android 7.0, with security patch level "November 1st 2017", build number K33_S231_171114_ROW, with an 8-core MSM8937 processor clocked at 1.4GHz. Has 2 Gigs of RAM and 16 GB of internal storage.

Issue description:
I have 2 textures.
One is a blue sphere collectible thingy, and one is a grid placeholder texture.
That grid placeholder texture works kind-of-fine, while it definitely has issues.
At least it's visible.
Then, here comes the kicker, That blue sphere thingy isn't even visible!
Not in-game, and not on the hud!

This screenshot was taken on Android, where it looks wrong:
device-2020-06-28-123555

This screenshot was taken on PC, where it looks correct:
image_289

Steps to reproduce:
Export the thing to android and click the play button in the editor, and compare the two versions. The issue should be clear.

Minimal reproduction project:

funnel-new.zip
Please note that I just now realized I misspelled "collectible" everywhere in the project. Oops.

Edit: I just noticed that I can edit this. Removed the old issue.

@CenTdemeern1
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CenTdemeern1 commented Jun 28, 2020

Or wait, I just googled it, "collectable" seems to be the better word here.
(So I didn't spell it wrong, take that, Grammarly!)

@CenTdemeern1
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Wait, hold on, I just read the description of the Etc vram compression thing.
It doesn't support alpha channels!
That may be the issue for the blue sphere things not showing up?
I don't know how to get around it though, and that doesn't solve the issue of the weird half transparent ball.

@CenTdemeern1 CenTdemeern1 changed the title Texures not showing up properly or not at all on Android with GLES2 and Etc enabled Texures not rendering properly or on Android with GLES2 and Etc vram compression Jun 28, 2020
@Calinou Calinou changed the title Texures not rendering properly or on Android with GLES2 and Etc vram compression Textures not rendering properly or on Android with GLES2 and ETC1 VRAM compression Jul 1, 2020
@Calinou
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Calinou commented Jul 1, 2020

Duplicate of #26211. (See also godotengine/godot-proposals#822.)

@CenTdemeern1
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Update!
I've just established that this doesn't happen on my brother's phone.
It's a Moto E6 Plus phone.

@Calinou
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Calinou commented Jul 1, 2020

@CenTdemeern1 I feel like this issue is becoming a melting pot of several different bugs. Which bug is not occuring in particular on your brother's phone?

ETC1 doesn't support alpha channel, this is a limitation of the format. No device can lift this limitation.

@CenTdemeern1
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I've dropped the ETC1 "bug" from this thread, it's about the weird looking ball

@CenTdemeern1
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So the kind-of-checkered ball looks normal on my brother's phone

@Calinou Calinou reopened this Jul 2, 2020
@Calinou Calinou removed the archived label Jul 2, 2020
@clayjohn
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clayjohn commented Jul 3, 2020

@CenTdemeern1 In that case it is a duplicate of #33633 which has a proposed fix here #33646 :)

@clayjohn clayjohn closed this as completed Jul 3, 2020
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