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IOS release, UV precision
Case: model uv precision: 0.0001
Result: IOS debug: ok; IOS release: bad; IOS relase and option(FILAMENT_DISABLE_MATOPT "Disable material optimizations" ON): ok;
Posible Cause float3->half3 by auto optimzation of shader(constructed from base.mat.in);
Question
However, if I force to set precision in following mat, it not works. GPU frame capture still show float3->half3. Why is that?
file: base.mat.in
fragment { precision highp float; void material(inout MaterialInputs material) {} }
related: https://github.com/google/filament/issues/7151
@JackKaiXing you might need to specify precision: high on your uv variable.
Please provide the model and material you're using.