Compressed cubemap textures end up black on Android
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- Dominant language
- C#
- Stars
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Description
Bringing this issue from the old repository because it is still there. If I import a Cubemap texture (.dds in A8R8G8B8 format created with DirectX Texture Tool) then check the "Compress" option in Xenko Editor, the resulting texture will be completely black in game (I load the texture asset using Content.Load(...) and don't rely on the skybox asset). The texture format in game is correctly ETC2_RGBA_SRgb but the contents is all black with any texture quality setting (Fast, High, Best, etc.). If I don't check "Compress", it shows up correctly. If I manually compress the texture in PVRTexTool and import as a RawAsset it also works correctly (althrough the gamma is off).
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Reproduce the issue with an A8R8G8B8 .dds cubemap imported into Xenko Editor with Compress enabled, then loaded through Content.Load(...) on Android. Compare the compressed ETC2_RGBA_SRgb result with the uncompressed asset and the PVRTexTool RawAsset; done means compressed cubemap contents render correctly at every texture quality setting.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- android, csharp
- Domain
- computer-graphics, game-dev, mobile-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100