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Support / Re: gpu bug ?
« Last post by EgonOlsen on Today at 08:45:23 am »
I'm not sure if it's that simple. In that case, I would expect to see some of the usual artifacts of z-fighting. But here, nothing looks fuzzy...it's all nice and sharp rectangles. PowerVR is a tile based renderer. It sorts polygons before it renders them and it does that in 32*32 pixel sized tiles. The goal is to delay the rendering until only the top most triangle per tile is known and then render only that to save bandwidth. It looks like as if something goes wrong here with that approach in this particular case. But it's an internal thing...I don't see how to fix this from the outside.
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Support / Re: gpu bug ?
« Last post by MichaelJPCT on January 15, 2019, 05:08:09 pm »
i suspect that when a transparent object is rendered, depth buffer writing is enabled with powervr gpu, which shouldn't be done.
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Support / Re: gpu bug ?
« Last post by EgonOlsen on January 15, 2019, 12:23:32 pm »
Then it seems to be an issue with the tiles that PowerVR uses for rendering. I would say it's a bug of some kind...I'm not sure what to do about it.
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Support / Re: is there such a thing as single channel texture in vram?
« Last post by EgonOlsen on January 15, 2019, 11:26:51 am »
Yes, in theory you could do that but it's not supported in jPCT-AE and, at least some years ago, it wasn't well supported on devices either.

A RTT texture can't be compressed, I'm afraid.
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Support / is there such a thing as single channel texture in vram?
« Last post by MichaelJPCT on January 12, 2019, 07:57:21 am »
i think all textures have 3 or 4 color channels. but sometimes a texture has no color , only greyscale info is needed.
if the texture in vram is stored as single channel, then it occupies 1/4 of memory. isn't it great?

another question, can RTT texture be ETC compressed in vram?
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Support / Re: gpu bug ?
« Last post by MichaelJPCT on January 11, 2019, 01:51:12 pm »
i roughly calculate the size of squares, it is most likely 32.
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Support / Re: gpu bug ?
« Last post by MichaelJPCT on January 11, 2019, 01:42:42 pm »
i don't know the size of the flickering squares, but might be 32. the width of screen is 1920. the squares are axis-aligned to  screen.
but the patterns of flicker are multiple, sometimes i see narrow bands. pattern changes with camera position and angle, not by time.
i tried setting usePowerVRTweaks to false, and the whole device hanged. i had to turn off power to reset it.
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Support / Re: gpu bug ?
« Last post by EgonOlsen on January 11, 2019, 01:07:29 pm »
Might be an issue with rendering tiles on PowerVR. It would be interesting to know how wide these blocks are. I expect them to be 32 pixels...
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Support / Re: gpu bug ?
« Last post by MichaelJPCT on January 11, 2019, 12:59:43 pm »
i don't have a way to take screenshots on that device yet, so i use real camera to shoot the imgs.
2 shadows are overlapping in these screenshots(the meshes holding the texture is much larger than the dark area of  shadow).
shadows are at exact same height.
the shadow closer to camera flickers(always true).
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Support / Re: gpu bug ?
« Last post by EgonOlsen on January 11, 2019, 08:59:40 am »
Strange. Do you have a screenshot?
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