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Texture settings magic on mobile platforms (android + iOS)

Discussion in 'Wish List' started by naxel, Apr 5, 2013.

  1. naxel

    naxel

    Joined:
    Sep 12, 2012
    Posts:
    14
    As I know there are strict texture requirements for mobile gpus. They are like:
    - if you want to use mip-maps, texture should be POT
    - if you want to use Repeat texture address mode, texture should be POT
    etc..

    In the first case unity simply increase texture size to POT and generate mip-maps, but it makes it behind the scenes (even if 'Non power of 2' is set to 'None'). In this case user don't see correct values in the preview (resulting texture size and asset size) and don't have any warnings in the console or inspector tabs.
    In the second case we can create NPOT texture with Repeat texture address mode and it silently converted to clamp-to-edge on some mobiles (powerVR). If we use texture coordinates not in range [0..1] we can see single color from our texture. User should be warned in Unity inspector or Repeat texture address mode should be blocked!