I am using Irrlicht GLES2 version under IOS.
If I run the Sydney example I am getting black render of the mesh. If I apply another random texture it renders fine.
I tried other models like the faerie it has the same problem is renders black with the faerie2.bmp texture.
That's my log:
Code: Select all
Irrlicht Engine version 1.9.0
Using renderer: OpenGL ES 2.0 APPLE-9.4.3
Apple Computer, Inc.
GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_IMG_read_format GL_IMG_texture_compression_pvrtc
PNG warning: iCCP: Not recognizing known sRGB profile that has been edited
Loaded texture: /Users/sa/Library/Application Support/iPhone Simulator/7.1/Applications/DA16CACE-29F0-4584-8EA1-0064ACACBA9B/HelloWorldMobile.app/media/irrlichtlogo3.png
Loaded mesh: media/sydney.md2
Loaded texture: /Users/sa/Library/Application Support/iPhone Simulator/7.1/Applications/DA16CACE-29F0-4584-8EA1-0064ACACBA9B/HelloWorldMobile.app/media/sydney.bmp
Alex