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IOS release, UV precision

Open JackKaiXing opened this issue 2 months ago • 1 comments

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 avatar Oct 16 '25 13:10 JackKaiXing

@JackKaiXing you might need to specify precision: high on your uv variable.

Please provide the model and material you're using.

pixelflinger avatar Oct 31 '25 20:10 pixelflinger