- Home /
Question by
Dzugaru · Mar 19, 2012 at 03:14 PM ·
ipadglvertexcoloripad2
iPad per-vertex color doesn't always work
I'm trying to draw large number (thousands) of particles with per-vertex color using GL class like this:
void OnPostRender()
{
...
GL.PushMatrix();
material.SetPass(0);
GL.LoadPixelMatrix();
GL.Begin();
GL.Color(...);
GL.TexCoord2(...);
GL.Vertex3();
... etc. etc.
GL.End();
GL.PopMatrix();
}
I've got a shader that look like this:
...
Blend One One
BindChannels {
Bind "Vertex", vertex
Bind "texcoord", texcoord
Bind "Color", color
}
SubShader {
Pass {
Cull Off
ZTest Always
Lighting Off
ZWrite Off
SetTexture [_MainTex] {
combine texture * primary
}
}
}
It works perfectly on PC and Mac, but doesn't draw anything on iPad (primary seems to be (0,0,0,0)) in case I don't have any OBJECTS WITH TRAILS rendered right now. Basically - the moment any trail renderer appear on screen - my particles appear too.
Comment
Your answer
Follow this Question
Related Questions
Cannot lower keyboard on iPad2 3 Answers
Unity Game Testing: iPad1, iPad2, or both? 2 Answers
iPad 2 and Augmented Reality? 1 Answer
How do I enable iAds on my unity game for iPhone? 0 Answers
Unity 4 Build not working on iOS 5 1 Answer