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Question by noradninja · Nov 25, 2010 at 02:42 PM · lightingrenderingiphonepixelvertex

Lighting disparity using spotlights between editor and iDevices

I have weird rendering issues with vertex spotlights. Pixel spotlights work fine and dandy, but when I switch to vertex...well, you can see what I mean:

Mesh Wires

Mesh Wires

alt text

Pixel lights in Editor

alt text

Pixel lights on device

alt text

Vertex lights in Editor

alt text

Vertex lights on device

I wonder, is it possible this is happening because of how I am switching the light type dynamically? The icon in the upper left is a button, when you press it, the following is executed:

var lightButton : GUITexture; var affectedLight : UnityEngine.Light; var pixelTexture : UnityEngine.Texture; var vertexTexture : UnityEngine.Texture; var action : boolean = false;

function Update () {

Action();

for (var evt : iPhoneTouch in iPhoneInput.touches) { var HitTest = lightButton.HitTest(Input.mousePosition); if (evt.phase == iPhoneTouchPhase.Began) { if(HitTest){ action = !action; } //End if } //End if } // End for

} // End Update

function Action () { if (!action){ affectedLight.renderMode = LightRenderMode.ForcePixel; lightButton.texture = pixelTexture; print ("Pixel"); } //End if else
if (action){ affectedLight.renderMode = LightRenderMode.ForceVertex; lightButton.texture = vertexTexture; print ("Vertex"); } //End if } //End Action

Is it possible, since the default for the light is ForcePixel, that the renderer is forced to OpenGLES 2.0, and thus, vertex lights work differently than in OGLES 1.0? Do vertex lights work differently in OGLES2.0? Does the light mode force a particular renderer on OGLES 2.0 capable devices (I am using a 4th Gen IPT, Unity3 w/ iPhone Basic) or does the device itself determine which version of OGLES that is used? Any help on this would be greatly appreciated.

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