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Question by Lazybones94 · Dec 08, 2015 at 02:32 PM · spriteiphonetexture2dcreate

Sprite.Create on Iphone behaves strange

Hello everyone. I have a drawing app for android, and I am trying to port it to iOS. I have encountered some strange problems. On iPad2 everything works almost perfectly, but when I launch my app on iPhone 4 there is a significant problem. In my app I download textures from server as a byte array, convert it into Texture2D and then call Sprite.Create. On iPhone texture2D is somewhy stretched on the recttransform of the image too much, and I can't figure why. Here is my code:

     Sprite LoadSpriteFromFile(string fname) {
         Texture2D tex = null;
         byte[] fileData = File.ReadAllBytes(fname);
 
         tex = new Texture2D(2, 2);
         tex.LoadImage(fileData); //..this will auto-resize the texture dimensions.            
 
         return Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
     }

And this works fine everywhere(including iPad) except iPhone. Here's the picture that I get: alt text

And here is how it works on other devices and what I need from it: alt text

I've tried to do following: Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100, 0, SpriteMeshType.FullRect) This helped a little, but part of texture is still cut. Any ideas?

123.png (378.1 kB)
2.png (335.5 kB)
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Answer by Lazybones94 · Dec 08, 2015 at 03:49 PM

Solved this issue. It appeared that iOS does not support the DXT compression format that is set by default. I changed it to PVRTC_RGBA4 and this solved my problem. Or maybe canceling mip map creation helped, I am not sure, anyway, creating Texture2D with following code helped:

 tex = new Texture2D(2, 2, TextureFormat.PVRTC_RGBA4, false);

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avatar image Deceiver · Mar 24, 2016 at 02:17 AM 0
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thanks man! solved my problems too! thanks!! saved my life (or my night haha!)

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