Yes, it is in the OpenGL ES standard according to the book "Mobile 3D
Graphics with OpenGL ES and M3G" by Morgan Kaufmann. Here are 3 quotes
from that book:
----------------------------------------------
"OpenGL ES 1.0 supports the geometric primitives shown in Figure 3.3:
points, lines, and
triangles. OpenGL ES 1.1 amends this list with point sprites."
"OpenGL ES 1.1 provides features for points that are especially useful
for particle effects:
point sprites, point size arrays, and point size attenuation."
"When points are defined by an array, in OpenGL ES 1.0 they all have
the same size, defined by glPointSize{fx}. In OpenGL ES 1.1 it is
possible to give each point its own size (see Section 8.1.2), and the
point sizes may be attenuated by the distance between each
point and the camera."
---------------------------------------------
Could it be that the new HTC and LG devices only have OpenGL ES 1.0?
Devices with names like HTC HD and LG Optimus. I don't see anything HD
or optimus about them if they support an old OpenGL ES standard.
I don't have any HTC or LG devices, so I can't test
glGet(GL_POINT_SIZE_RANGE), but it would be interesting to so.
Do you know if there is any other way to make space animations with
shining star objects on LG and HTC devices? I have produced 2 apps
with 3D space effects, but I can't release them for LG and HTC. It is
the same thing for SonyEricsson, by the way. My space apps work
exactly like they should on Samsung and most other Android devices,
but I would really like to release them for LG, HTC and SonyEricsson
also.
On Sep 28, 1:03 am, Indicator Veritatis <[email protected]> wrote:
> Now that I know what you are doing with the point attentuation, I see
> that you are not using it for anti-aliasing, so that comment turned
> out to lead to a dead end. As for why it is not supported, yes, it is
> in the Open GL standard, but is it in ES? ES doesn't support
> everything. And what do you get on those phones when you query
> glGet(GL_POINT_SIZE_RANGE) and glGet(GL_POINT_SIZE_GRANULARITY) or
> GL_SMOOTH_POINT_SIZE_RANGE and GL_SMOOTH_POINT_SIZE_GRANULARITY?
>
> On Sep 27, 12:26 am, MobileVisuals <[email protected]> wrote:
>
> > I need Point attenuation to produce space animations with shining
> > particles, which look like stars. How can I achieve that effect
> > without using Point attenuation?
> > Do you mean that I should make small rectangular polygons with
> > transparent textures instead? I have tried that before on M3G and it
> > didn't look as good as Point attenuation.
>
> > Anti-Aliasing is a method of fooling the eye that a jagged edge is
> > really smooth.Will that really be enough to get the same effect as
> > Point attenuation? Could you please be more specific in which OpenGL
> > technique I should use to make it work on HTC and LG?
>
> > Isn't Point attenuation a part of the Android OpenGL standard?
> > Shouldn't HTC and LG support it in that case?
>
> > On Sep 27, 3:34 am, Indicator Veritatis <[email protected]> wrote:
>
> > > Short answer: no. Longer: why do you need point attenuation? There are
> > > other ways to do anti-aliasing, and some really cool graphics have
> > > been done for Android phones using that instead of point attenuation.
>
> > > On Sep 26, 6:26 am, MobileVisuals <[email protected]> wrote:
>
> > > > I have found that everything implemented with Point attenuation will
> > > > look like a blurry mess on devices from HTC and LG. This happens on
> > > > even the newest devices from HTC, like HTC Desire HD. Why is it like
> > > > this? Haven't they implemented Android in the right way?
>
> > > > Point attenuation works like it should on most Android devices, like
> > > > those from Samsung. I have implemented Point attenuation according to
> > > > the Android specification in two of my company's apps.I have worked
> > > > with Point attenuation on Symbian and C++ before, so I am quite sure
> > > > that I have implemented it the right way. It is about the same code
> > > > implementation in all OpenGL.
>
> > > > Shouldn't all new Android devices support Point attenuation? It works
> > > > on IPhone, so I think Point attenuation should work on all new Android
> > > > devices too.
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