20-10-2019, 12:22 PM
(This post was last modified: 20-10-2019, 12:23 PM by josemendez.)
Hi,
This is probably due to reduced texture/shader precision in mobile platforms.
Surface normals for fluid are extracted from the depth buffer, so if its precision is not high enough, "stepping" artifacts will occur in the normals buffer that will reduce highlight quality, to the point of making them not visible if surface curvature is not very large. This depends on the exact GPU your device uses, though.
For this reason amongst others (mainly performance, as mobile is generally very fill-rate limited), it is strongly recommended to use the SimpleFluidRenderer for these devices. See:
http://obi.virtualmethodstudio.com/tutor...ering.html
This is probably due to reduced texture/shader precision in mobile platforms.
Surface normals for fluid are extracted from the depth buffer, so if its precision is not high enough, "stepping" artifacts will occur in the normals buffer that will reduce highlight quality, to the point of making them not visible if surface curvature is not very large. This depends on the exact GPU your device uses, though.
For this reason amongst others (mainly performance, as mobile is generally very fill-rate limited), it is strongly recommended to use the SimpleFluidRenderer for these devices. See:
http://obi.virtualmethodstudio.com/tutor...ering.html