Bitmap sprites, mapped to a quad, perhaps of a few predefined sizes, picking up the closest match and scaling to exact desired size.... You could then distort the quad to provide a kind of hyperspeed blur effect near the edges of the screen....
BTW, I wanted to check out your wallpaper on my HTC Incredible S, but Market won't let me install, reporting it as not compatible with the device. -- Kostya 2011/9/29 MobileVisuals <eyv...@astralvisuals.com> > 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 <eyv...@astralvisuals.com> 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 <mej1...@yahoo.com> 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 <eyv...@astralvisuals.com> 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 <mej1...@yahoo.com> 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 <eyv...@astralvisuals.com> > 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 android-developers@googlegroups.com > To unsubscribe from this group, send email to > android-developers+unsubscr...@googlegroups.com > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en