12-07-2016 07:51 PM
Solved! Go to Solution.
12-20-2016 09:56 AM
const uint32 SampleCount = 2; to 4.
About the OpenGL version, you are correct that adb will tell you when running ES2 that the actual OpenGL context is ES3. Although the shaders generated in the .usf -> GLSL shadercompilation pass are GLES2 compliant (they do not use any ES3/3.1 features), the #version tag at the beginning of the shader is set on the device at runtime, and for every GearVR phone, that will be a #version 300 tag. The OpenGL context will also be set to 3, even if all the calls are compatible with ES2.
About my stereolayer project, sorry for hiding the actor containing the layer :neutral: . Right now I know the quad stereo layers are also supported on vive, and I don't know about daydream. I'm fairly sure right now only GearVR (not even rift) support the cylinder layers though.
About the aliasing you're seeing on the edges, can you try / did you try to put alpha borders on the textures you choose? On my stereolayer app when you're running it, do you also have AA issues?
12-20-2016 10:03 AM
12-20-2016 10:06 AM
12-20-2016 10:36 AM
const uint32 SampleCount = 2; to 4.
Would this require recompiling the engine source or can it be done with the Epic Launcher engine versions? I ask because I don't know if you read a previous comment where I explained that I downloaded the engine source and recompiled adding logs to see if multisampling was being set for the FBO, and while I was able to compile the engine and run the editor, attempting to package the sample project for Android would fail. It would say there were a lot of missing files which I have no idea why would be missing (since compiling the engine and running inside the editor worked fine).
12-21-2016 10:52 AM
12-23-2016 07:36 AM
12-23-2016 10:32 AM
12-23-2016 12:12 PM
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