Search Issue Tracker
Fixed in 2018.1.X
Votes
0
Found in
2017.1.1p4
Issue ID
962455
Regression
No
[iOS] RGBAHalf on iOS clamps the range differently to other platforms
To reproduce:
1. Open project attached by QA
2. Open "testScene" scene
3. Make sure that build platform is set to PC, Mac & Linux standalone
4. Select "RGBAHalf Test <- run TEST on me" game object and in the inspector tick "Test" checkbox
5. Observe the debug output of the unclamped RGBAHalf texture in the console
6. Repeat step 4 again but now with platform set to iOS
7. Notice that there is no output in the console
Expected result: Results should be consistent between different platforms using the same texture format
Reproduced with: 5.6.4p1, 2017.1.2p1, 2017.2.0p1, 2017.3.0b6, 2018.1.0a2
Fixed in: 2018.1.0b1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Colliders are shown with incorrect scale when observed through the Physics Debugger Collision Geometry view
- Spot Light with 'Box' Shape stops working when it collides with Mesh
- Accepting Asset Store EULA endless loop in Package Manager window
- “InvalidOperationException: Sequence contains no matching element“ error when reenabling a custom Debug Draw Mode
- Prefab that contains a layout group is marked as changed by the Editor when opened
Add comment