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Question by dear_cj · Dec 24, 2013 at 02:22 PM · androidjavascriptmobiledrawlines

GUI.DrawTexture wrong on mobile build

Hello

I'm rendering lines with GUI.DrawTexture script

  GUI.color = color;
             GUI.matrix = translationMatrix(dz) * GUI.matrix;
             GUIUtility.ScaleAroundPivot(new Vector2(m, width), new Vector3(-0.5f, 0, 0));
             GUI.matrix = translationMatrix(-dz) * GUI.matrix;
             GUIUtility.RotateAroundPivot(angle, Vector2.zero);
             GUI.matrix = translationMatrix(dz + new Vector3(width / 2, -m / 2) * Mathf.Sin(angle * Mathf.Deg2Rad)) * GUI.matrix;
 
             if (!antiAlias)
                 GUI.DrawTexture(new Rect(0, 0, 1, 1), lineTex);
             else
                 GUI.DrawTexture(new Rect(0, 0, 1, 1), aaLineTex);

It's works very well in Unity IDE, but when I'm running mobile build on android my lines brokes and strart to glitch

Here's 2 screenshots from unity on windows and from my LG Optimus

http://answers.unity3d.com/storage/attachments/19695-linesviaunity.jpg

http://answers.unity3d.com/storage/attachments/19696-screenshot_2013-12-24-14-31-05.png

screenshot_2013-12-24-14-31-05.png (325.5 kB)
linesviaunity.jpg (241.1 kB)
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avatar image aisenai · Mar 11, 2014 at 09:22 AM 0
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I had similar problem, but with different platforms. On OSx all ines are ok, on Windows start to have an offset. like the matrix or the texture coordinates are not the same

avatar image Ed unity · Mar 11, 2014 at 06:37 PM 0
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From what I am seeing, this may not be a problem with the DrawTexture call, but rather with the calculation of the line position. It looks like you are not calculating the difference in screen positions. As you can see the Vertical lines are all correct, but the horizontal lines are incorrect. This indicates to me that the draw texture is correct and the calculation is wrong. Perhaps post some additional code for the texture and line calculation.

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