RyanB Thanks, I also thought the depth reading was the cause on android, but wasn't sure.
Had another unrelated question - did you guys ever need to get VolumeTexture data back from the GPU onto the CPU?
For example to save a volume that was painted at runtime.
I see that all texture types (except for volume) have RHI functions to either lock the resource so you can read from it or to straight up read the data from them, but Volume Textures are like poor cousins, none of the regular utility functions exist on the RHI
What we do now is - make slices out of volume texture and then get the data out of those. Obviously suboptimal, was wondering if there was a better way.
Had another unrelated question - did you guys ever need to get VolumeTexture data back from the GPU onto the CPU?
For example to save a volume that was painted at runtime.
I see that all texture types (except for volume) have RHI functions to either lock the resource so you can read from it or to straight up read the data from them, but Volume Textures are like poor cousins, none of the regular utility functions exist on the RHI

What we do now is - make slices out of volume texture and then get the data out of those. Obviously suboptimal, was wondering if there was a better way.
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