Rendering problems using Tilemap


#1

Test on older android phone (galaxy s4 mini) is not rendering Tilemap correctly. Has anyone had the same issue?


#2

I tried simplest Tilemapexperiment using this tutorial:
http://haxecoder.com/post.php?id=80

and with same result and same rendering problem.


#3

Does BunnyMark work? Have you tried in HTML5, or on your desktop, or other devices, do they work?


#4

It works on other deveices and html5. I have this problem only on 1 of my test devices.


#5

Hmm, this seems like an odd graphics driver issue. Do you (by chance) have a guess what graphics card your device has? It looks like they released this model with two, depending on where it was sold:

https://www.itproportal.com/2013/03/17/samsung-galaxy-s4-gpu-specs-powervr-and-adreno-ahoy/


#6

It seems it has Adreno 305 gpu.

Same problem with bunnymark.


#7

What version of OpenFL are you using? Did this used to work?


#8

Does it maybe have a dependency on OpenGL ES 3.1, which is only supported by Android 5.0?


#9

openfl version 7.0.0

I haven’t tested on this phone before, so i don’t know if it used to work.


#10

We use OpenGL ES 2.0 on Android devices, to my knowledge.


#11

We made changes to Tilemap in OpenFL 6.0.0, it might be possible to test that release, or the release before, to see if either behaves differently on this device?


#12

Found a Galaxy S4, and it has some funny rendering as well. I’ll try and test it soon, and hopefully it will sort out what’s going on


#13

Okay, just committed a fix that resolved the rendering issues on the Galaxy S4 locally, here. The Adreno GPU didn’t like passing mat4 or vec4 array types as attributes