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Question by BogdanDude · Jan 12, 2010 at 09:18 PM · texturebugiphone

HUGE Texture problems on iPhone when using animated UVs

Hi!

I have a few objects that use UV offset animations, by using this code:

renderer.material.SetTextureOffset("_MainTex", new Vector2(0, offset));

For example, there is a river flowing downstream. It uses a 256x256 texture, which displays really really bad on the iPhone, like it was 16x16. Even worse, sometimes it displays right, and sometimes I get this problem (without any recompile, just entering the game level again).

The shader on the object is a vertex colored shader:

Shader " Vertex Colored" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} }

SubShader { Pass {

     ColorMaterial AmbientAndDiffuse
     Lighting Off
     SetTexture [_MainTex] 
     {
         Combine texture * primary, texture * primary
     }
     SetTexture [_MainTex] 
     {
         constantColor [_Color]
         Combine previous * constant DOUBLE, previous * constant
     } 
 }

}

Fallback "VertexLit", 1 }

Please let me know if there is anything I could do about this, to make it display right all the time.

Thanks a lot!

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Answer by Eric5h5 · Jan 15, 2010 at 11:25 AM

UV animation fails when the coordinates get too far from the origin. Clamp them instead:

renderer.material.mainTextureOffset = new Vector2(0, offset%1);
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avatar image ReJ · May 24, 2010 at 12:53 PM 0
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Right, good solution.

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Answer by Jaap Kreijkamp · Jan 12, 2010 at 11:35 PM

It could be that the renderer chooses a too low mipmap version, does the problem go away when you turn generating mipmaps for texture off? If not, could you provide screenshots so we can see what you mean?

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avatar image BogdanDude · Jan 13, 2010 at 09:45 AM 0
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The problem is there even if I turn off mipmaps

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