Search Issue Tracker
Third Party Issue
Votes
0
Found in
2018.4
2019.4
2019.4.17f1
2020.3
2021.1
2021.2
Issue ID
1328737
Regression
No
Rendering results differ on Mac and Windows when both OS's are using OpenGL Core API
How to reproduce:
1. Open the attached project from "support1328737" on either Windows or Mac
2. Enter Play Mode
3. Observe different renderings of the Quad
Expected result: The rendered Quad is black on both systems
Actual result: The rendered Quad is black with white spots on Windows
Reproducible with: 2018.4.34f1, 2019.4.24f1, 2020.3.5f1, 2021.1.4f1, 2021.2.0a13
Note:
1. On Mac, in the Texture Importer of both "a.png" and "b.png", sRGB and Generate Mip Maps have to be unchecked, and the compression is set to None
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Incorrect color values are saved for Swatches when using HDR Color Picker
- Editor crashes when adding/removing a UI Document Style Sheet while in Play mode
- Scene and Game views turn black when all light sources are disabled
- Memory spike after activating Freeform Light2Ds
- Line Renderer Component elements do not fit in the Inspector window when minimising Inspector window is minimised
Resolution Note (2021.2.X):
OpenGL by design does not mandate pixel perfect equality between implementations. Neither does DirectX. Neither does Vulkan. There will always be some differences. The only way to guarantee exact match is to have same HW and same driver version.
If one is trying to do things like automated testing by comparing images there must be a different image per platform. Or apply tolerance when comparing, but that requires strict reading of the spec to see what's acceptable and what not.
The only way Unity could guarantee identical results is to move into a software rasterizer.