This code works fine on Windows. But for Android, it does not work if I have multiple LOD’s:
Here’s the code that creates the Texture and sets NumLevels to 3:
_texture = new Texture2D(_cache.AppContext.UrhoContext);
UrhoUtil.TextureSetSize(_texture, TILE_IMAGESIZE, TILE_IMAGESIZE, ImgFormat, TxtUsage.Static);
Here’s the code that sets the Texture Data to an UrhoImage. On Windows, this works fine, and sets all of the LODs:
Urho.Resources.Image img2 = Tile._cache.UtilityImage;
The end result on Android is that my PixelShader TextureSampler returns “opaque Black” for every pixel.
To fix the “black pixel” issue, all I have to do is change NumLevels to “1” (instead of 3).
But now I only have 1 LOD and when you zoom out, it shows the flickering/dither effect, which looks horrible.
Is this a known bug, and is there a good work around? I need 3 LOD’s to function on Android too.