I have some code that works on the desktop version of our application. It involves taking a base material, cloning it and setting a different texture using texture aliases. All that seems to happen is that the texture comes out black on both the simulator and on a device. I have checked the texture file does exist and that applyTextureAliases is going something, so I don't think it is anything simple.
Texture: 051L11002_5XJVS.jpg: Loading 1 faces(PF_B8G8R8,201x256x1) with 5 hardware generated mipmaps from Image. Internal format is PF_R8G8B8,256x256x1.
Texture: 037L11002_5XJV2_looking_closely.jpg: Loading 1 faces(PF_B8G8R8,256x192x1) with 5 hardware generated mipmaps from Image. Internal format is PF_R8G8B8,256x256x1.
Texture: 059L11002_5XJVW_reshot.jpg: Loading 1 faces(PF_B8G8R8,256x182x1) with 5 hardware generated mipmaps from Image. Internal format is PF_R8G8B8,256x256x1.
Texture: 045L11002_5XJVT.jpg: Loading 1 faces(PF_B8G8R8,198x256x1) with 5 hardware generated mipmaps from Image. Internal format is PF_R8G8B8,256x256x1.
Texture: 047L11002_5XJVY.jpg: Loading 1 faces(PF_B8G8R8,256x189x1) with 5 hardware generated mipmaps from Image. Internal format is PF_R8G8B8,256x256x1.
Texture: 039L11002_5XJVZ_looking_closely.jpg: Loading 1 faces(PF_B8G8R8,183x256x1) with 5 hardware generated mipmaps from Image. Internal format is PF_R8G8B8,256x256x1.
Texture: 041L11002_5XJXF.jpg: Loading 1 faces(PF_B8G8R8,189x256x1) with 5 hardware generated mipmaps from Image. Internal format is PF_R8G8B8,256x256x1.
Texture: 015L11020_5XJXG.jpg: Loading 1 faces(PF_B8G8R8,150x256x1) with 5 hardware generated mipmaps from Image. Internal format is PF_R8G8B8,256x256x1.
Texture: 007L11020_5XJXB.jpg: Loading 1 faces(PF_B8G8R8,256x195x1) with 5 hardware generated mipmaps from Image. Internal format is PF_R8G8B8,256x256x1.
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Thanks for taking a look. I'm running on 1.7.2 on an iPad so GL ES1. I'll try and put together a small example, it might help track down the problem if it's something I've done, which is always a possibility
That thought popped in my head too. I thought that issue had been fixed but I honestly can't recall. They should be resized automatically, but it's possible that that is not functioning properly.
Thanks for the suggestion but I have other textures that are non ^2 that are working OK when loaded via the normal mesh/material route in the same scene.
One thought I had was that these images may well have been produced on a Mac. I remember having some problems with jpegs before where they wouldn't load into Ogre but would in other applications. Does that ring any bells with anyone?
I finally got chance to follow up on this issue and ekt you were right, when I resized one of the textures to be a power of two it worked. Oddly, using materials from existing Entities (with non-power of two textures) would also not work even though those materials work elsewhere in the scene. I can't believe that ManualObjects are handling materials differently from Entities but that's just the way it seems.
Does anyone know of an easy way to fix this power of two thing?