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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
Pixel lights in Editor
Pixel lights on device
Vertex lights in Editor
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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