Hi
In trying to compile for android, everything works but a character sized 192x192 renders as a black square in the android studio emulator and this is the error output:
[ERROR:gles2_cmd_decoder.cc(10168)] [.WebGL-0xcfc15100]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering.
I/chromium: [INFO:CONSOLE(0)] "[.WebGL-0xcfc15100]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering.", source: file:///android_asset/www/index.html?webgl (0)
[INFO:CONSOLE(0)] "[.WebGL-0xcfc15100]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering.", source: file:///android_asset/www/index.html?webgl (0)
The character renders fine in emulator when sized to 128x128.
Any suggestions? I'm trying out PV games tiles for android and i'd like to be able to use the larger boss sized characters on mobile if possible without tile or character resizing.
As the error says, 192 is
not a clean/integer power of 2 (~2^7.585); 128 works because, well, it is (128 being 2^7). The next dimension up would be 256 (or 2^8)
As for issues about GPlay and file sizes, generally the solution is to have code in the APK and all the assets (images, sounds, etc) in an OBB/expansion file since those can be, like, 2GB in size from when I last checked. I did have a plugin planned to support OBB reading for this project but, well, life/work got in the way. If anyone else wants to take a crack at it, I've some working code from another project
right here that should be able to get you started. Note that this repo hasn't been touched in 3 years and a lot of things on Android's end has changed so it probably wont work right out of the box.