HUGE Texture problems on iPhone when using animated UVs

Hi!

I have a few objects that use UV offset animations, by using this code:

renderer.material.SetTextureOffset("_MainTex", new Vector2(0, offset));

For example, there is a river flowing downstream. It uses a 256x256 texture, which displays really really bad on the iPhone, like it was 16x16. Even worse, sometimes it displays right, and sometimes I get this problem (without any recompile, just entering the game level again).

The shader on the object is a vertex colored shader:

Shader " Vertex Colored" {
Properties {
    _Color ("Main Color", Color) = (1,1,1,1)
    _MainTex ("Base (RGB)", 2D) = "white" {}
}

SubShader {
    Pass {

        ColorMaterial AmbientAndDiffuse
        Lighting Off
        SetTexture [_MainTex] 
        {
            Combine texture * primary, texture * primary
        }
        SetTexture [_MainTex] 
        {
            constantColor [_Color]
            Combine previous * constant DOUBLE, previous * constant
        } 
    }
}

Fallback "VertexLit", 1
}

Please let me know if there is anything I could do about this, to make it display right all the time.

Thanks a lot!

UV animation fails when the coordinates get too far from the origin. Clamp them instead:

renderer.material.mainTextureOffset = new Vector2(0, offset%1);

It could be that the renderer chooses a too low mipmap version, does the problem go away when you turn generating mipmaps for texture off? If not, could you provide screenshots so we can see what you mean?