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Lightmapping differences between Win/MAC and Linux?
I was wondering if anybody has experienced differing results between the usage and rendering of lightmaps set up and baked on a Windows/Mac machine and then used in a Linux machine/build, only to find the shadows look VERY different.
I've included two screenshots: The first showing nice, crisp, clean shadows set up and baked on the windows-side, and the second being the Linux-side showing spread, blurred, undefined shadows. The screenshots differ slightly, however they are both displaying baked lightmaps using exactly the same bake settings.
Any ideas on what could be causing this difference?
Rory
I'm going to see if turning off $$anonymous$$ipmaps for the lightmaps helps in the event Linux handles mipmapping differently than Windows/$$anonymous$$ac. I'll report back if this yields anything.
Did you try it on a mac? Windows uses D3D if i remember correctly, but $$anonymous$$ac and Linux use OpenGL for rendering. Though i'm guessing that Unity is just not Linux friendly enough yet, as i haven't managed to run something on linux successfully. So i'm guessing a glitch perhaps.
Both $$anonymous$$ac and Windows are producing acceptable results (like first pic).
Are you using Dual Lightmaps? If so, you may be seeing a difference in dynamic shadow quality, b/c Dual Lightmaps only use baked shadows beyond a certain distance. If so, you can try Single lightmaps to confirm that the actual lightmaps look the same across all platforms.
I can definitely give it a try. I'll report back upon yielding results, which may take a while since the platform running the game is in a distant land... Telecommuting, heh...
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