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ATF don't render correctly on some android with powervr GPU()

New Here ,
Apr 26, 2015

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It's an example of starling framework 1.6,compiler with air sdk 1.7,wrong texture is an ATF file with all 3 format in it. The test device is coolpad dazen X7, its CPU is MT6595, GPU is PowerVR G6200. And I'v test other device with this GPU, they all have this issue.

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ATF don't render correctly on some android with powervr GPU()

New Here ,
Apr 26, 2015

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Here is a screenshot

Screenshot_2015-04-27-11-34-16.png

It's an example of starling framework 1.6,compiler with air sdk 1.7,wrong texture is an ATF file with all 3 format in it. The test device is coolpad dazen X7, its CPU is MT6595, GPU is PowerVR G6200. And I'v test other device with this GPU, they all have this issue.

TOPICS
Performance issues

Views

371

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Apr 26, 2015 0
Adobe Employee ,
Apr 27, 2015

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Hi,

Is this ATF created using the new ATF tool with the v18 beta?

Thanks,
Chris

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Apr 27, 2015 0
New Here ,
Apr 27, 2015

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No,I use old atf tool to create the ATF files, and compile/running the code with AIR 17. I did try AIR 18 beta and its atf tool to see if it still have this problem, if create texture with etc2 the texture won't be rendered, if create texture only with etc1 the texture will be rendered correctly and don't have any problem. All the 3 conditions are tested on a phone with a PowerVR G6200 GPU.

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Apr 27, 2015 0
Adobe Employee ,
Apr 27, 2015

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Thanks.  Could you please open a bug on this over at https://bugbase.adobe.com and include both the media and a sample application that loads it?  Once added, please let me know the bug number and I'll ask the team to investigate.

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Apr 27, 2015 0
okwenxi LATEST
New Here ,
Apr 27, 2015

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Thank you,  Bug 3977299

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Apr 27, 2015 0