I have some weird graphical effects when using openGL ES 2.0 on Nexus one (neither testet on further devices nor on iOS).
I’m using a sprite manager to loop a sequence of images on a 3D Texture in front of the camera. Now every time when the loop repeats the sprite is cut in two diagonally for a short time. Looks like there are problems to render the upper right vertex when starting the loop. If I switch to openGL 1.x the loop runs fine.
My original project was built for iOS. Before Unity 3.2 I didn’t have that issue with openGL 2.0.
A further issue is that when I load new scenes additionally I can see a jitter for a short time. This happens on openGL 2.0 and openGL 1.x
This is my code to load the scene:
...
AsyncOperation async = Application.LoadLevelAdditiveAsync("Loading");
yield return async;
yield return new WaitForEndOfFrame();
GC.Collect();
yield return new WaitForEndOfFrame();
async = Application.LoadLevelAdditiveAsync(name);
yield return async;
GameObject container = GameObject.Find("Loading");
if (container != null)
{
Destroy(container);
}
GameObject camera = GameObject.Find("FramebufferCamera");
if (camera != null)
{
Destroy(camera);
}
...