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Shader PSIZE attribut not working in standalone player

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I am developing on Windows 10 with Unity 5.3.4 and deploying for Windows. I have a a bunch of vertices that are rendered as points using a Mech.Topology. My vertex shader sets the SV_POSITION, COLOR and PSIZE of the vertices correctly when playing the game in the editor, but it only sets the SV_POSITION and COLOR when playing in standalone. PSIZE isn't working in standalone for me. I had to call glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); glEnable(GL_POINT_SMOOTH); to get PSIZE working in the Editor I also had to start Unity with -force-opengl mode to get the editor to use the SIZE I changed the Player Setting->Graphics API for Windows to OpenGLCore, but that didn't help. I removed DirectX 11 and 9 from the list and that didn't help. I believe my shader is getting compiled and included because there is position and color. Please correct me if I'm wrong. Does anyone have any ideas about how to get point size to work in my standalone build? [background reading](http://answers.unity3d.com/questions/807548/how-do-i-use-psize-in-a-unity-454-shader.html)

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