Android - Picks diffuse instead of ambient

Discussion of issues specific to mobile platforms such as iOS, Android, Symbian and Meego.
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mmmmm
Gnoblar
Posts: 9
Joined: Wed Jul 16, 2014 9:22 am

Android - Picks diffuse instead of ambient

Post by mmmmm »

We currently have an issue how our objects are displayed. We use two uvsets, one for the diffuse texture and one for the ambientmap. This works as intended on IOS, but not on Android.
Android: The two layers use the correct uvset, but instead of picking the ambientmap.jpg in the second texture unit, the diffuse.jpg get's picked.
Also we shouldn't have any shading, which is slightly visible when rotating the object, if that helps.
We tested this on multiple Android devices

Here is a comparison: (left:Android/right:IOS)
Image
Android Screenshot
Image

Here is our material file:

Code: Select all

material fabric
{
    technique
    {
        pass
        {
		ambient  1 1 1 1.0			//we don't want any shading
		diffuse  0 0 0 1.0
		specular 0 0 0 1.0
			
            texture_unit
            {
		texture diffuse.jpg
                tex_coord_set 0
		scale 2 2
		colour_op modulate
            }

            texture_unit
            {
                texture ambientmap.jpg
                tex_coord_set 1
                colour_op modulate
            }
        }
    }
}
Every help or fix for this issue would be appriciated.
mmmmm
Gnoblar
Posts: 9
Joined: Wed Jul 16, 2014 9:22 am

Re: Android - Picks diffuse instead of ambient

Post by mmmmm »

*push*
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