Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2019.4.X, 2020.1.X
Votes
13
Found in
2019.3
2019.3.1f1
2020.1
2020.2
Issue ID
1220572
Regression
No
SparseTexture clears the first six loaded Mips when the 7th Mip is loaded
Steps to reproduce:
1. Open the attached project (case_1220572.zip) UPDATED version (04/13/2020 dieter.baets)
2. Enter Play Mode
3. Click "Load Image" in the Game View
4. Select the "Lenna.png" image included in the project (Assets/Textures)
5. Click twice on "Load Next Mip" in the Game View
6. Use the slider to ensure that the previous Mips are correct
7. Click "Load Next Mip" four times
8. Repeat steps 6
9. Also validate that unloading mips does not corrupt other mips
Expected result: SparseTexture stores the first six loaded Mips and they are rendered correctly
Actual result: SparseTexture clears the first six loaded Mips and only a black image is rendered.
Reproduced in: 2019.3.9f1, 2020.1.0b4, 2020.2.0a5
Could not test with: 2017.4.39f1, 2018.4.20f1 (SpareTexture.mipMapCount in inaccessible)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Build fails when building a project containing an 18+ dimension array with IL2CPP
- [Android][Sentis] Human poses are not detected when using the BlazePose model
- Sprite Editor Outline Tool Overlay is not displayed when no Sprite is selected
- “No method with RuntimeInitializeOnLoadMethod attribute” warning from ReadmeEditor.cs is thrown after installing Project Auditor Rules
- Projection matrix is altered when using RasterCommandBuffer.ClearRenderTarget on DX12 and Metal
Resolution Note (fix version 2020.2):
Fixed in 2020.2.0b1 on DX11/DX12 Graphics APIs
Resolution Note (fix version 2020.1):
Fixed in 2020.1.7f1
Resolution Note (fix version 2019.4):
Fixed in 2019.4.12f1