I have an OpenGL ES 2 code base that runs on iOS, Android, and on PC via the PowerVR emulation libraries.
When I run this code on an LG Optimus G LGE971, I see black artifacts on my model:
My first reaction was that the near clipping plane might be the issue, but because these artifacts appear on only select devices, I do not believe that is the issue. Any other ideas on what might be causing this?
Also, this isn’t captured well in the above image, but the artifacts are not static – they move around as the model rotates, etc.
Quick update – I changed my shader to output the tex coordinates as the R & G channels in my fragment shader. I just set B & A to 0 and 1, respectively. Everything renders correctly (i.e. no artifacts). So, it looks like something is up with my texture settings. If I had to guess, it might be the min/max filters, since the artifacts seems to be a function of distance from the camera.