Mesh drawing stats difference on iPad and on Mac

Hi again :slight_smile:
I got a strange thingS again.
I have just one objet displayed. This object has 1 material (diffuse even if there is no light in the scene) and one texture.

strange thing #1 : Unity 3.0 Pro for Mac rendering game stats report 2 draw calls (???). Same from the profiler.

strange thing #2 : The iPad Log reports :
“tris #> min: 21640 max: 21640 avg: 21640 | batched: 0
verts #> min: 13376 max: 13376 avg: 13376 | batched: 0”

while the Unity for Mac reports
“Tris : 8.2K Vert 13.4K” …

Why 2 draw calls ?
Why different vert and tri stats ?

Could this be related to non used UV set ? I have not checked the model yet (long process for some reason) but has somebody experienced this ?

By default Editor is in deferred mode - thus adding 1 draw call for final buffer resolve.
Verts stats are the same as i can see, but why different tris i don’t know, really 8). Most likely multi-pass?

Hi
Thank you for your quick answer.
Ok about the additional drawcall in deferred mode.
I am still confused about editor: since the camera I am using is actually in forward mode (in the camera setup)

I’ll check about the multipass in 3DSMAX and let you know.

BTW, is there a way to know that in Unity Editor (and not in 3DSMAX) ?

multi-pass shader has nothing to do with max - it the way how unity works. How many lights do you have, which shaders.

I got nolights in the scene.
This object uses the vertex lit shader

I have also modified the following FBX importer settings :
Normal : none
tangent : none
Mesh compression : High

This object still renders with 2 draw calls in Unity Editor Mac

Still stuck …
I am currently having a look at the vertex lit shader to make sure the rendering is done in one pass.

What is really strange is that some other quite similar objects (buildings) in the scene render with one single drawcall…

Still puzzled but working on it (test application for final client is to be sent this week end :slight_smile: no pain, no gain :slight_smile: )

even with this simple shader

Shader "SimpleTexturedOnePass" { 
Properties {  
      _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} 
   } 
   Category {  
      Tags { "RenderType"="Opaque" }        
      SubShader { 
         Pass { 
            Lighting Off 
            SetTexture [_MainTex]  
         } 
      } 
    } 	
   }

I still got 2 draw calls… totally puzzled…

was a discontinuous UV issue.
I mapped the object as planar and the draw call came back to one
guess I must modify the UVs now…

BTW, do not forget to check if useless UV sets are not inside your file. I just saved 0.7 MB of model on iPad.
The artist forgot to remove those useless UVS…