3.7.2 有没有懂的老哥看看为啥ios报这个错,其他平台没闪退的捏

image

image

游戏里用了很多renderTexure来用shader迭代风场捏

定位到ts端是这两段代码引发的,format = RGBA8888时是没问题的,但是我有RGBA32F和RGB888的需求。。

    this.forceArray = [];
    this.forceField = new Float32Array(2000 * 4);
    this.forceField.fill(0);
    const forceimage = new ImageAsset();
    forceimage.reset({
        _data: this.forceField,
        width: 2000,
        height: 1,
        format: Texture2D.PixelFormat.RGBA32F,
        _compressed: false
    });

    this.forceTex = new Texture2D();
    this.forceTex.reset({
        width: 2000,
        height: 1
    });
    this.forceTex.setFilters(Texture2D.Filter.NONE, Texture2D.Filter.NONE);
    this.forceTex.image = forceimage;

    this.radiusField = new Uint8Array(2000 * 3);
    this.radiusField.fill(0);
    const raduisimage = new ImageAsset();
    raduisimage.reset({
        _data: this.radiusField,
        width: 2000,
        height: 1,
        format: Texture2D.PixelFormat.RGB888,
        _compressed: false
    });
    this.radiusTex = new Texture2D();
    this.radiusTex.reset({
        width: 2000,
        height: 1
    });
    this.radiusTex.setFilters(Texture2D.Filter.NONE, Texture2D.Filter.NONE);
    this.radiusTex.image = raduisimage;

直接注释掉就可以了啊

注释掉什么?

直接把这个断言注释掉能跑吗?

看问题角度挺刁钻

@官方大佬,拜托啦这对我很重要! :pray: