I'm making a 3D model viewer. I have problem with one of the models: on simulator everything's ok, but on device textures are gone.
Simulator: http://i.imgur.com/1nh5r.png
Device: http://i.imgur.com/N1cK3.png
I converted this model from .dae to .pod using PVRGeoPod plugin for Maya. Any ideas how to fix this?
No idea, but an advice: create the simplest possible 3D model (a cube) with a texture and run it through the same process. The texture should ideally be small and have power of two dimensions, ie 64x64.
If this still shows no textures on iPad, you know that somewhere this process is broken. If the cube does look fine, you know that the problem is with the model. From the looks of it, it could simply be too complex, or the texture may be too large or has to be a power of two dimension (iPad should support NPOT textures though).
Most likely the problem is with the path of the images you use when you are creating the texture. Where are you storing the images? And how do you acquire the path? On iPad you should always store only the filenames and ask the path for it from the device.
Your problem might be file name. I'm just guessing, consider that iOS simulator is case insensitive but Devices are working with case sensitive.
Related
Using Unity2D 2017.1.1f1, Tiled and Tiled2Unity, I exported a tiled map in Unity and there are no problems in the editor. I also tried it played maximised and there are no gaps present.
The problem shows up when the game is ran in iOS specifically iPhone 6s. There are noticeable gaps showing up.
Also, I also got the settings like this:
Any suggestions? Thanks..
(I'm the Tiled2Unity author)
Those gaps you are seeing are seams and they're common in Unity development when using tile or sprite sheets that "touch" each other. There are a number of ways that you can fix them described here.
However, these seams are fixed automatically with SuperTiled2Unity which is still free (or name your price) and is currently under soft release. Just be aware that all your Tiled files (TMX, TSX, textures) will need to be in Unity now (that's a good thing).
Dragging in all your files (with relative paths intact) to Unity should take care of the importing process for you.
I'm trying to open some textures from an iPhone game that I believe are using the PVRTC format (Pictured below)
PVRTC image format?
However everything I've tried in regards to opening it has failed. The PVRTexTool won't decompress it, the program only opens files with the extension .PVR and doesn't recognise it. I've also tried using TexturePacker but it doesn't recognise it either. It's been baffling me for a few days, any help towards decompressing the file would be appreciated thanks.
I can only offer some suggestions.
iOS restricts PVRTC textures to be square and power of 2 sizes, and they will be either 2bpp or, more likely, 4bpp. Therefore if we initially assume no MIP mapping, there can thus be only a few possible sizes for the raw data. From that you might be able to deduce the size of any header data and strip that off. I think the PowerVR SDK from Imagination Tech provides decoder source code in C (or at least it did last time I checked though admittedly that was a few years ago) if you have that raw data. Also, the data might be in Morton order.
If MIP mapping is used, then I think you'll need to include the entire MIP map chain in your size calculation, but note that the small maps will be rounded up to at least 8bytes each.
I am using a .dae file to create my SCNNode. The quality of my 3D object looks perfect when opening with the .dae file editor, or preview app, but it looks so poor on the SCNNode (screenshot's pixelated lines).
Does this issue have any solution or improvement? Is there any parameter I should set to fix that?
Is your .dae file all those little bits and pieces modelled as objects? If so, I think you need to turn on Anti-Aliasing, that should solve this.
By default, this is turned off on iOS for performance reasons:
https://developer.apple.com/library/mac/documentation/SceneKit/Reference/SCNView_Class/#//apple_ref/occ/instp/SCNView/antialiasingMode
Right now I'm developing application for iOs by Unity3D, and I have no idea what's happening with all my graphic. All textures are absolutely distorted and I've been struggling with this for a long time with no success.
I believe Unity compresses textures before convert the project to iOS, but I really can't find out how to change this setting or even knock it off. I appreciate any help from you guys. Here's the screenshot of my Texture Settings. I've setup it according to Ray Wenderlich lesson.
P.S.: I've tried to use "Point" for Filter Mode, but it had made the texture even worse.
I would suggest disabling mitmaps to see if this solves your problem, and making sure you have the best quality settings in Edit>Player Settings>Quality
As an aside, how large is your button image? You're overriding the max size to be 2048 for what seems to be a button. That sounds a little excessive.
By "distorted" you mean "blurred"? Try to uncheck "Generate Mip Maps".
I need a help or an advice with SprikeKit. My app/game passed Apple review, but later I got some complaints regarding graphics (big red X). I am using spriteNodeWithImageNamed for loading pictures. Is it any way to find out if the picture was loaded? I'm sure that the picture does exist. Probably, the problem is related to a memory or something else. If I put the wrong picture name in Xcode I see error output and red x but how can I catch the error - #try/#catch does not help in this case. Any inputs, hints are very appreciated.
xcode 5, iPad air
Are you trying to load any very large textures? The max texture size for different models of iDevices vary - perhaps that's what you're running into. If you try to load a texture that's too large for a particular device, it might fall back to that X graphic.
As far as detecting whether the texture didn't load, I don't know a way to do that, but you might be able to ensure that it loads by using SKTexture's preloadWithCompletionHandler: method to make sure it's loaded.
Also, Apple recommends not loading textures on the fly, especially if you're loading many of them in a short time span, and carefully managing texture memory by discarding SKTextures that you no longer need. Do some preloading, and check that you're not keeping textures around that you don't need, and see if the X icons go away.