For that format, you have to have 4 components per pixel in your texture, whereas there are just 3 components in the example (because of RGBFormat, obviosly)
Yup. And in the codepen provided, I adjusted the datatexture construction to accomodate the .a channel and it didn’t break, but I don’t have an ios device to test whether it made a difference.
Heres my updated codepen:
@s2567k Can you try running this one on you iOS device?
Hmm ok… I wrote it a loong time ago but it’s also using float rgba rendertargets for the particle system.
So… I’m not sure why that other one isn’t working…
The code is unobfuscated if you want to take a look, maybe you can spot something.