I’ve got a pixel shader that looks correct on DesktopGL and Android projects, but the iOS project renders totally wrong:
The goblin dude should be green, not dayglo yellow
Is there anything different about pixelshaders in iOS? The shader code is available here if anyone can take a look:
pixelshader
Cheers!
It almost looks like it’s applying the pixelshader to the entire texture instead of per pixel?
Still not sure what is going on I’ve been tearing bits out of the code to try and get it to at least a baseline working state, but no luck.
So the other night, I woke up at 3AM and shot out of bed: “It’s not applying the shader per-pixel because the normal map isn’t being loaded! It’s lighting the texture as a flat quad!”
The first, stupidest, thing I could think of was to bump up the image size to the nearest power of 2.
SuccessKid.jpg:
So there you go: Normal map images on iOS have to be a power of two. At least on the simulator.
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