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Mesh Rendering Artifacts

Discussion in 'Android' started by ronjart, Mar 4, 2015.

  1. ronjart

    ronjart

    Joined:
    May 16, 2013
    Posts:
    99
    First time android developer here. I've deployed my project to my Tegra Note 7 and I'm getting these funky artifacts. Artifacts appear on built in geometry as well as on more complex meshes. They appear with real-time GI as well as with baked lighting.

    Anybody got any pointers for me, as what could be causing this? I appreciate any help.


     
  2. ronjart

    ronjart

    Joined:
    May 16, 2013
    Posts:
    99
    I'm still having this issue and I cant find the reason for it. Can anybody help?

    This is really just nonsense as mbowen89 points out:

    I think this is an issue with dx9. From what I understand dx9 has a problem with cubemap-projection/reflection probes.

    I hope to get my hands on a DX11 device to make sure this is the reason for these artifacts.
     
    Last edited: Mar 9, 2015
  3. mbowen89

    mbowen89

    Joined:
    Jan 21, 2013
    Posts:
    639
    Uh, why are you even talking about DX in an Android build thread?
     
  4. ronjart

    ronjart

    Joined:
    May 16, 2013
    Posts:
    99
    Because apparently I have no F***ing clue what I'm doing...

    So Android uses OpenGL then? I should have known that direct x is windows only.
     
  5. mbowen89

    mbowen89

    Joined:
    Jan 21, 2013
    Posts:
    639
    Haha, it's OK, I was just asking to make sure everyone is on the same understanding of what's happening.

    Yes, Android is OpenGL.

    For my Unity editor setup, I actually run it in OpenGL mode as well.

    If you right click your Unity launcher shortcut and go to properties, make this your "Target":

    "C:\Program Files (x86)\Unity\Editor\Unity.exe" -force-opengl -buildTarget Android

    (See how I added the extra stuff?)