Search Issue Tracker
By Design
Votes
0
Found in
2017.4.6f1
Issue ID
1099535
Regression
No
[Android][OpenGL] MSAA doesn't work when Camera Clear Flags field is set to "Don't Clear"
To reproduce:
1. Open the QA's attached project
2. Build and run on Android device
3. Observe the thin line
Expected result: Anti Aliasing is being used making the line look smooth
Actual result: Anti Aliasing is not being used
Reproduced with: 2017.4.15f1, 2018.2.16f1, 2018.3.0b10, 2019.1.0a9
Testen on:
VLNQA00001, Google Pixel 2, Android 8.1.0, Snapdragon 835 MSM8998, Adreno (TM) 540
VLNQA00138, Huawei P20 Pro, Android 8.1.0, HiSilicon Kirin 970, Mali-G72
VLNQA00021, Samsung Galaxy S7, Android 7.0, Exynos 8 Octa 8890, Mali-T880
VLNQA00096, Samsung Galaxy S8, Android 8.0.0, Exynos 9 Octa 8895, Mali-G71
This only reproduces on android and when using OpenGL. Does not reproduce on iOS, does not reproduce on Android when using Vulkan.
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
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- Saving changes on the dirty VFX Graph during the Play mode throws "The referenced script (Unknown) on this Behaviour is missing!" warnings
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
Resolution Note (2019.2.X):
Scene contains only single Camera with clear flag(Don't clear) which leads to undefined depth buffer values at startup, which means that next rendered pixels are not guaranteed to pass the depth test. Either entirely disable depth & stencil buffers, or make your first camera to clear at least the depth buffer.