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Mirrored texture only on Gear VR device

Hi All,

I am working on a project where I am trying to display a top over bottom stereoscopic image onto the inside of a sphere with flipped normals. I am running into an issue only after building to a gear vr device(Samsung Galaxy S8) where the texture appears mirrored. In the editor, and the material preview it looks fine.

I have pulled the SM_PhotoSphere asset from this tutorial:Stereo Panoramic Capture Tool Quick Start I am using a material similar to the one posted by Sam Dieter here: Panoramic Twist 360 video playback

The image I am using is 2048x2048. I had no luck with a 4096x4096 texture on the gear vr device since I understand that's not supported.

Attached are some images to help explain my issue a little better:

Looks correct in the editor: Editor Editor

Looks correct(albeit upside down in the material preview): material preview unmirrored material preview unmirrored v

In the texture coordinate setup I used Un Mirror V to get it to look right in the preview and editor: texture coordinate setup Texture coordinate setup

If Un Mirror V is unchecked I see the material preview looks similar to what it looks like on the device if it is built and that option is checked: material preview mirrored material preview mirrored

I've tried using customized uvs since that is recommended for Gear VR builds, but it doesn't let me use the Un Mirror V checkbox, i get this error: Error [SM5] Material.usf(1580,20-68): error X3017: 'UnMirrorV': cannot implicitly convert from 'struct FMaterialVertexParameters' to 'struct FMaterialPixelParameters' Is there a way to use Customized UVs and also Un Mirror V together?

Could this be a build setting that is causing this?

Thanks in advance for your input!

Product Version: UE 4.16
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asked Oct 11 '17 at 07:08 PM in Everything Else

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I was able to resolve this issue by building with OpenGL ES 3.1 instead of OpenGL ES 2.0.

Its a checkbox in Project Settings under Android.

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answered Oct 12 '17 at 08:40 PM

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