Gles Driver Bug


crow_riot said:
darkblu said:
What precision types do you use for your texcoords (in case you are under ES2)?

A standard practice in cases like the one you're experiencing issues with is, once you've figured out the 'magic value' past which the mapping degrades, to introduce discontinuities in your tack - pick an edge to a slab where you want the 'resetting' of the texcoord to occur and split the mesh there into overlapping, but topologically disjoint vertices; make one set of those use the old value 'before reset', and the other set - the new one 'after reset'.
i'm under ES1, so the precision types do not apply, right?

i've already fixed the track meshs uv's the way u suggest. i was just bugged by my own code to make it work immediately, but then it turned out to work. i didnt search for a magic value but just picked to reset texcoords after a v value of 10 and now it looks fine.

They still do ... fixed point is most likely implemented using shaders and from what it looks like they have uvs on mediump.
 
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