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Fixed in 2020.2.X

Fixed in 2019.4.X, 2020.1.X



Found in





Issue ID




SparseTexture clears the first six loaded Mips when the 7th Mip is loaded



Steps to reproduce:
1. Open the attached project ( UPDATED version (04/13/2020 dieter.baets)
2. Enter Play Mode
3. Click "Load Image" in the Game View
4. Select the "Lenna.png" image included in the project (Assets/Textures)
5. Click twice on "Load Next Mip" in the Game View
6. Use the slider to ensure that the previous Mips are correct
7. Click "Load Next Mip" four times
8. Repeat steps 6
9. Also validate that unloading mips does not corrupt other mips

Expected result: SparseTexture stores the first six loaded Mips and they are rendered correctly
Actual result: SparseTexture clears the first six loaded Mips and only a black image is rendered.

Reproduced in: 2019.3.9f1, 2020.1.0b4, 2020.2.0a5
Could not test with: 2017.4.39f1, 2018.4.20f1 (SpareTexture.mipMapCount in inaccessible)

  1. Resolution Note (fix version 2020.2):

    Fixed in 2020.2.0b1 on DX11/DX12 Graphics APIs

  2. Resolution Note (fix version 2020.1):

    Fixed in 2020.1.7f1

  3. Resolution Note (fix version 2019.4):

    Fixed in 2019.4.12f1

Comments (1)

  1. mercygaleria

    Jul 28, 2020 09:48;u=245304;u=19154;u=556429;;u=245305;;u=19155;u=556432;;u=556433;u=245302;;u=556434,,,,

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