ios - iphone texture issue

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:bust_in_silhouette: Asked By GameVisitor
:warning: Old Version Published before Godot 3 was released.

Hi all,

i have been playing with Godot for a bit and so far all my tests were similar between Android and iOS (rendering and coding wise). However, for a new project, although it runs on the iphone the textures are completely faded and it seems this happens to one of the sample project provided by Godot (navmesh)

See this guy’s thread on github link

I am getting the same error messages and result for my project.
Any idea if this can be solved by a trick (other than turning off shadows as suggested by the poster) ?

Thanks in advance.

It seems that is hitting a limit on iOS, you should add any other info you can on that issue so it gets more attention, if you can provide there a simple project with problems (and screenshots) will be even better.

eons | 2017-07-22 22:30

you can replicate the issue using Godot sample : navmesh

I am using the following versions :

Mac OS Sierra
iPhone Version 10.3.2 (14F89)
Godot 2.1 stable

Screenshot :

GameVisitor | 2017-07-23 06:36

:bust_in_silhouette: Reply From: GameVisitor

OK solved my issue. Turned out in all my previous project i was using an omnilight, in this one a directional one. Changing my light to omnilight (with a big radius 50 / 90) made my scene render correctly on the iphone.

That seem to be the same problem of the navmesh demo supplied by godot, here is a screenshot rendered correctly when using an omnilight

PS: This is of course a workaround, in case it might help the developers, my scene contained cubes, some plain color and some with textures (actual .jpg / png) as materials. The cubes with plain color, always rendered on the iphone.
(The textures seem to be causing the issue with the directional light).