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Question by jpierre88 · Jun 04, 2016 at 03:39 AM · normalmapsamsungcombinemeshesbumpmap

Textures are dark after merging vertices

I have a script that takes multiple quads and combine them into one mesh. Instead of having so many unneeded vertices in the combined mesh I used another function to merge nearby vertices to reduce polycount. T$$anonymous$$s works flawlessly in the editor, but not for Samsung phones. If the material uses a bump/normal map then the texture becomes dark. For any other phones it works fine but not Samsung. Is there a way for me to debug t$$anonymous$$s bug? Is there somet$$anonymous$$ng special about Samsung phones that I need to be aware of? I have a Samsung Note 3 and Note 4 Edge.

Here's the function used for merging the meshes:

 public static GameObject combineMeshes(GameObject[] meshes, string name, bool sameMaterial, bool removeOrig) {
 
     if (meshes.Length == 0) return null;
 
     GameObject combinedFrags = new GameObject(name);
     combinedFrags.AddComponent<MeshFilter>();
     combinedFrags.AddComponent<MeshRenderer>();
 
     // Get all meshFilters
     List<MeshFilter> meshFilters = new List<MeshFilter>();
     List<Material> materials = new List<Material>();
     foreach (GameObject mesh in meshes) { // Remove empty values
         if (mesh) {
             MeshFilter meshFilter = mesh.GetComponent<MeshFilter> ();
             if (meshFilter) {
                 meshFilters.Add(meshFilter);
                 MeshRenderer meshRenderer = mesh.GetComponent<MeshRenderer> ();
                 if (meshRenderer) {
                     foreach(Material material in meshRenderer.sharedMaterials) {
                         if (!sameMaterial && !materials.Contains(material) || materials.Count == 0) materials.Add(material);
                     }
                 }
             }
         }
     }
 
     if (removeOrig) {
         foreach (GameObject mesh in meshes) Destroy(mesh);
     }
 
     CombineInstance[] combine = new CombineInstance[meshFilters.Count];
 
     // Key: shared mesh instance ID, Value: arguments to combine meshes
     Dictionary<int, List<CombineInstance>> helper = new Dictionary<int, List<CombineInstance>>();
 
     // Build combine instances for each type of mesh
     foreach (MeshFilter m in meshFilters) {
         List<CombineInstance> tmp;
         if (!helper.TryGetValue(m.sharedMesh.GetInstanceID(), out tmp)) {
             tmp = new List<CombineInstance>();
             helper.Add(m.sharedMesh.GetInstanceID(), tmp);
         }
 
         CombineInstance ci = new CombineInstance();
         ci.mesh = m.sharedMesh;
         ci.transform = m.transform.localToWorldMatrix;
         tmp.Add(ci);
     }
 
     // Combine meshes and build combine instance for combined meshes
     List<CombineInstance> list = new List<CombineInstance>();
     foreach (var e in helper) {
         Mesh m = new Mesh();
         m.CombineMeshes(e.Value.ToArray(), sameMaterial);
         CombineInstance ci = new CombineInstance();
         ci.mesh = m;
         list.Add(ci);
     }
 
     // And now combine everyt$$anonymous$$ng
     Mesh result = new Mesh();
     result.name = name;
     result.CombineMeshes(list.ToArray(), sameMaterial, false);
     combinedFrags.GetComponent<MeshFilter> ().mesh = result;
 
     combinedFrags.GetComponent<Renderer>().sharedMaterials = materials.ToArray();
     // It is a good idea to clean unused meshes now
     foreach (CombineInstance m in list) Destroy(m.mesh);
 
     return combinedFrags;
 
 }




Here's the function for merging nearby vertices:

 public static void autoWeld(Mesh mesh, float threshold, float bucketStep) {
     Vector3[] oldVertices = mesh.vertices;
     Vector3[] newVertices = new Vector3[oldVertices.Length];
     int[] old2new = new int[oldVertices.Length];
     int newSize = 0;
     
     // Find AABB
     Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
     Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
     for (int i = 0; i < oldVertices.Length; i++) {
         if (oldVertices[i].x < min.x) min.x = oldVertices[i].x;
         if (oldVertices[i].y < min.y) min.y = oldVertices[i].y;
         if (oldVertices[i].z < min.z) min.z = oldVertices[i].z;
         if (oldVertices[i].x > max.x) max.x = oldVertices[i].x;
         if (oldVertices[i].y > max.y) max.y = oldVertices[i].y;
         if (oldVertices[i].z > max.z) max.z = oldVertices[i].z;
     }
     
     // Make cubic buckets, each with dimensions "bucketStep"
     int bucketSizeX = Mathf.FloorToInt((max.x - min.x) / bucketStep) + 1;
     int bucketSizeY = Mathf.FloorToInt((max.y - min.y) / bucketStep) + 1;
     int bucketSizeZ = Mathf.FloorToInt((max.z - min.z) / bucketStep) + 1;
     List<int>[,,] buckets = new List<int>[bucketSizeX, bucketSizeY, bucketSizeZ];
     
     // Make new vertices
     for (int i = 0; i < oldVertices.Length; i++) {
         // Determine w$$anonymous$$ch bucket it belongs to
         int x = Mathf.FloorToInt((oldVertices[i].x - min.x) / bucketStep);
         int y = Mathf.FloorToInt((oldVertices[i].y - min.y) / bucketStep);
         int z = Mathf.FloorToInt((oldVertices[i].z - min.z) / bucketStep);
         
         // Check to see if it's already been added
         if (buckets[x, y, z] == null) buckets[x, y, z] = new List<int> (); // Make buckets lazily
         
         for (int j = 0; j < buckets[x, y, z].Count; j++) {
             Vector3 to = newVertices[buckets[x, y, z][j]] - oldVertices[i];
             if (Vector3.SqrMagnitude(to) < threshold) {
                 old2new[i] = buckets[x, y, z][j];
                 goto skip;
             }
         }
         // Add new vertex
         newVertices[newSize] = oldVertices[i];
         buckets[x, y, z].Add(newSize);
         old2new[i] = newSize;
         newSize++;
 
         skip:;
     }
     
     // Make new triangles
     int[] oldTris = mesh.triangles;
     int[] newTris = new int[oldTris.Length];
     for (int i = 0; i < oldTris.Length; i++) newTris[i] = old2new[oldTris[i]];
 
     Vector3[] finalVertices = new Vector3[newSize];
     for (int i = 0; i < newSize; i++) finalVertices[i] = newVertices[i];
     
     mesh.Clear();
     mesh.SetVertices(finalVertices.ToList());
     mesh.SetTriangles(newTris, 0);
     mesh.RecalculateNormals();
 }


Here's the results in editor:

alt text

Here's the result for Samsung:

alt text

editor.jpg (247.9 kB)
phone.jpg (47.2 kB)
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avatar image Eno-Khaon · Jun 04, 2016 at 06:40 PM 0
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avatar image jpierre88 Eno-Khaon · Jun 04, 2016 at 11:11 PM 0
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