NPOT Textures on iOS Devices with Ogre 1.9

Discussion of issues specific to mobile platforms such as iOS, Android, Symbian and Meego.
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Carlyone
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NPOT Textures on iOS Devices with Ogre 1.9

Post by Carlyone » Tue Jan 14, 2014 5:12 pm

Hello,
When doing some model test in our application I noticed that since switching to Ogre 1.9 the non power of two textures were failing to render properly.
There are no errors in the console and the texture is found but it is just displayed as black.

The device capabilities state that the device can handle non power of two textures (iPad4 and iPad Air). On checking how this was determined I found this line in OgreGLES2RenderSystem.cpp

Code: Select all

// ES 2 always supports NPOT textures
rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
If I comment out this line and build then the texture appear again.
For now I've just built Ogre with that line commented out but I dislike having that file edited, is there another setting I've missed?

Hope to hear back

Carl
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masterfalcon
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Re: NPOT Textures on iOS Devices with Ogre 1.9

Post by masterfalcon » Wed Jan 15, 2014 1:17 am

I believe I have a fix for this issue that I have not committed yet. Let me double check and perhaps I'll commit it tonight.
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Carlyone
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Posts: 38
Joined: Thu Jul 05, 2012 3:51 pm

Re: NPOT Textures on iOS Devices with Ogre 1.9

Post by Carlyone » Fri Jan 17, 2014 10:15 am

Hi,
Will the commit be to Ogre 1.9 or will I need to merge in the changes with the 1.9 stable I have downloaded.

If I need to merge, I assume the change won't affect anything else?

Kind Regards

Carl
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