Does anyone know if there is any other way to make space animations with shining star objects on HTC devices, where size attenuation don't work?
On Sep 28, 10:29 am, MobileVisuals <[email protected]> wrote: > 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. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

