There’s one caveat with GL immediate mode rendering on Windows (which uses Direct3D behind the scenes): if you use per-vertex colors, then the shader has to indicate that it uses per-vertex colors.
My post you linked to was done long before there was Direct3D renderer in Unity, so it did not take that into account either.
I just edited that post and added BindChannels command to the shader. (Note: I did not actually try whether it works :roll:).
I just noticed that the letters are weirdly distorted in your case, and the Unity watermark does not look good. What’s the graphics card in the computer, does it have any graphics driver, and what color depth is used (32 bit, 16 bit, 256 colors)?
my (very old its of year 2004 i think) windowsbox has a
NVIDIA GeForce FX 5200 LE grafic card.
and a driver of 2004 (version 6.0.8.3)
color depth is 32bit. (well, windows claims that - but it does actaully look like that in the rest of the system)
funny that it looks correct at your place, because a friend of mine (not an apple user - which i presume has a newer windows box than mine) told me of that grafic problem.
well i did update the driver. **cough
actually my windows was never updated and the 2008 nvidia drivers don’t run… (well they do but with 4-bit color and 800x600 resolution - har har har - so i have to update the whole system - which i do now - it will take some time)
i’ll let you know if did succeed… at all
but i am happy that there are win-boxes on which it seems to run well…