Scratch that, I don't remember why I was enabling GL_COLOR_MATERIAL.
I think it was from a different example I was looking at that used
color arrays.  Teach myself not to leave code laying around.

On Jul 23, 9:54 pm, dsl <[email protected]> wrote:
> Thank you both very much for your suggestions and help.
>
> I went through this 
> tutorial:http://code.google.com/p/android-gl/downloads/detail?name=AndroidGL-0...
>
> And it seems my problem has been enabling GL_COLOR_MATERIAL.  I had
> enabled this because I was using textures at one point, but apparently
> this interferes with materialfv.  I suppose I need to enable it just
> for the triangles that use a texture, draw them, then disable it so it
> doesn't interfere with the other non-textured triangles.  I guess I'll
> be back when that doesn't work :).
>
> Cheers,
> David
>
> On Jul 23, 9:47 am, Indicator Veritatis <[email protected]> wrote:
>
>
>
> > And having reviewed ch. 5 myself, I see you did remember to set and
> > use the normals after all. Good! But two things stand out:
>
> > 1) your emissivity values are the default, so you should be able to
> > omit that call completely
> > 2) your R, G, & B values (for the material) are all quite close to
> > each other. No wonder it looks gray. Try using an R value about half G
> > and B and you should see a genuine color.
>
> > On Jul 22, 12:13 pm, Indicator Veritatis <[email protected]> wrote:
>
> > > I don't know the complete answer to your predicament off the top of my
> > > head, but it sounds like you are leaving out some steps for deciding
> > > the final color: a review of the famous "Red Book", chapter 4 & 5, the
> > > latter of which makes the highly relevant observation, "Part of this
> > > computation [final pixel color] depends on what lighting is used in
> > > the scene and on how objects in the scene reflect or absorb that
> > > light"
>
> > > Note the word 'part'; it takes more than just the combination of
> > > Lightfy and Materialfy to set the final color.
>
> > > The Red Book is athttp://www.glprogramming.com/red/. I know the
> > > edition is quite old, but it turns out to be quite up to date for the
> > > version of Open GL (1.3) assumed by OpenGL ES 1.x.
>
> > > On Jul 22, 1:16 am, dsl <[email protected]> wrote:
>
> > > > Thanks for the link.
>
> > > > I've used glColorf and that seems to work, but it was my understanding
> > > > that a combination of glLightfv and glMaterialfv would also set the
> > > > color.
>
> > > > Cheers,
> > > > David
>
> > > > On Jul 21, 5:53 pm, jojoma <[email protected]> wrote:
>
> > > > > I don't know much of OpenGL too, but I think your triangle is getting
> > > > > the color gray because it has no color itself, and your lights are
> > > > > gray.
>
> > > > > check this tutorial, might help you get some 
> > > > > pointers:http://blog.jayway.com/2010/01/14/opengl-es-tutorial-for-android-%E2%...
>
> > > > > On Jul 21, 12:55 am, dsl <[email protected]> wrote:
>
> > > > > > Hello all,
>
> > > > > > I'm fairly new to OpenGL ES and am having a heck of a time trying to
> > > > > > get my material to show up.  Right now all I'm looking at is a 
> > > > > > shaded
> > > > > > gray rotating triangle.  At least it looks shaded (light and dark
> > > > > > parts), but now color other than gray.
>
> > > > > > I've posted my code here:
>
> > > > > > The triangle coordinates, normals, and 
> > > > > > material:http://code.google.com/p/davidslamb/downloads/detail?name=Manual.java
>
> > > > > > The 
> > > > > > renderer:http://code.google.com/p/davidslamb/downloads/detail?name=regularRend...
>
> > > > > > I'm using ambient, diffuse, and emission to create the material.  
> > > > > > And
> > > > > > ambient and diffuse for the light.
>
> > > > > > I'm testing on a G1 running Android 1.6.
>
> > > > > > Any insight will be helpful.
>
> > > > > > Cheers,
> > > > > > David

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