Thanks for the idea, do you mean like this?

Scale to small size if the sprite is far away.
Scale to medium size if the sprite is medium distance.
Scale to big size if the sprite is close.

That could work for other animations, but it would be very slow for my
star cluster animations. There are hundreds of stars in each cluster.
As it is now, I draw each star cluster in one single glDrawArrays
call. That makes it fast.

Wouldn't I have to make one glDrawArrays call for each one of the
stars if I had to scale them in different sizes? That would mean
hundreds of glDrawArrays calls instead of one.

A point sprite is a screen-aligned element of variable size that is
defined by a single point. Would it really be a sprite if it was
mapped to a quad polygon?

I removed all HTC devices from the compatibility list for my Morphing
galaxy live wallpaper, because the HTC users complained that it didn't
look like it should. Lots of HTC users said the same thing, so I am
sure that it doesn't work on any of the HTC's. My other LW's seem to
work well on the HTC's, but they don't use any point sprites.


On Sep 29, 11:16 am, Kostya Vasilyev <[email protected]> wrote:
> 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 <[email protected]>
>
> > 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

-- 
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

Reply via email to