Texture issue on Android VR deployement

Hello everyone

I builded an almost empty room in order to make some tests with Google Cardboard Plugin VR on Android.
So here’s how the room look like in the Editor

http://image.noelshack.com/minis/2016/25/1466855822-editor-screen.png

And the one displayed on my phone (HTC One M8 S)

http://image.noelshack.com/minis/2016/25/1466855812-mobile-screen.png

As you can see on the screenshot from my phone, the textures are like blurry blend colors, i made some tests, changed quality settings but nothing seems to fix my problem.

Any suggestions?

Thank you for your time :slight_smile:

This might be an issue with the texture state from Google VR plugin not interaction properly with our state caching. There is a known issue with this fixed in newer SDK we will be integrating this week.

IMHO The newest SDK still has this problem in various situations, to quick-fix it, one need to duplicate original daydream plugin into app (or modify existing & recompile whole engine) and add the following code:



#if PLATFORM_ANDROID // && CARTBOARD_FIX_LEAKING_STATES
	//
	// Hack to fix leaking GVR states !
	//
	static PFNGLBINDSAMPLERPROC __glBindSampler;
	static bool					__glBindSamplerFetched;

	if (!__glBindSamplerFetched)
	{
		__glBindSampler        = (PFNGLBINDSAMPLERPROC)((void*)eglGetProcAddress("glBindSampler"));
		__glBindSamplerFetched = true;
	}

	if (__glBindSampler)
	{
		__glBindSampler(0, 0);
		__glBindSampler(1, 0);
		__glBindSampler(2, 0);
		__glBindSampler(3, 0);
		__glBindSampler(4, 0);
		__glBindSampler(5, 0);
		__glBindSampler(6, 0);
		__glBindSampler(7, 0);

	}
#endif


at the end of void PreRenderViewFamily_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneViewFamily& InViewFamily) function.