Setting uv on mesh crashes on windows10 player on intel IGP
I'm creating a large set of meshes that form a landscape. This works in the editor, on iOS and android.
On windows I get an error on every mesh:
-WindowsPlayer(SKULLCANYON) d3d11: failed to create 2D texture id=71 width=115 height=17 mips=1 dxgifmt=115 [D3D error was 887a0005]
-WindowsPlayer(SKULLCANYON) d3d11: failed to create 2D texture shader resource view id=71 [D3D error was 80070057]
All the error codes describe seemingly random small sizes of texture.
The code that causes it is
mesh.uv = uv1;
And the uv1 code is:
uv1[v] = new Vector2(((float)whereweat_z / arrayside) + (0.50f / arrayside), ((float)whereweat_x / arrayside) + (0.50f / arrayside));
whereweat is the x and z offset per mesh part. I have tried switching off the lightmap streaming, this does not seem to work.
The system is a Skullcanyon with an Intel Iris Pro Graphics 580. DirectX is up to date as is the driver.
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