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Messages - zbyhoo

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Thanks for quick replay!

I already checked it. I have Texture Quality set to Full Res.

The problem is with the same build on different devices. When run on iOS device which can run Metal API, everything is fine. After disabling mip map on texture, also the problem disappears. Problem is with texture with mip map enabled on OpenGL ES 2 API.

To make it clear, even on newest devices, like iPhone 6s Plus, when I force OpenGL 2 API, problem exists. After I change only API to Metal, everything is fine.


I have problem using UI2DSprite on iOS. Sprite has mip-maps enabled and I swap UI2DSprite.sprite2d in runtime with Sprite downloaded from asset bundle. The problem is that the sprite is half size and looks like texture is clamped. It exists only in OpenGL ES 2 with textures swaped in runtime. When using Metal API this problem doesn't exist.

Do you have any idea for fix or workaround?
I cannot disable mip-maps, because I need them.

NGUI 3 Support / Re: pixels error while moving sliced sprite.
« on: April 08, 2015, 03:37:35 PM »
Do you move it by multiplication of pixel (like 1 or 4 pixels) or by some value (like 3.5 pixels).
In the beginning, your sprite is pixel perfect, but when you start moving it by floating point value, this sprite border can be between two pixels and it seems blurred.

From top of my had I see two solutions.
1) move it by integer value
2) try setting sprite atlas texture import setting: filtering -> Point

NGUI 3 Support / Re: Font Maker needs FreeType64.dylib on Mac
« on: April 08, 2015, 10:09:18 AM »
Am I missing something, or NGUI package still doesn't contain FreeType64.dylib?
If it's true, where can I get it?

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