[android-developers] Re: OpenGL Problem

2011-09-15 Thread cybice
The *more information* you provide, the better your results will be.
But the easiest solutions:
If you draw all in 3d see glEnable(GL_DEPTH_TEST) also glDepthFunc
If 2D you can create sprites with alpha channel (png), disable 
GL_DEPTH_TEST,
set blending 
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_ONE,GLES20.GL_ONE_MINUS_SRC_ALPHA);
and draw in back to front order
 

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[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-28 Thread pedr0
I solved all my problmes,
there was a little stupid little issues during the copy of my Vertex
and CoordTexture on the buffers...

Thanks lot however, the theory I read is a good exercise for the next
time!

Bye!


On 28 Dic, 01:52, Robert Green rbgrn@gmail.com wrote:
 Well said Kostya.

 Pedro - I defined the formula to get your normal above.  A normal is a
 unit vector (a 3D vector of length 1.)  Each vertex must have a normal
 for proper shading, as that's how light is calculated.  The normal of
 a vertex of a sphere is a easy to calculate.  Think of it as the
 direction from the center of the sphere through the vertex.  That's
 your vector.  I provided a formula, though you'll have to javafy it a
 little to make that work for you.  If you're struggling to understand
 this, I suggest reading some 3D primer books before moving on.  They
 are very, very helpful.

 Cheers

 On Dec 27, 7:59 am, Kostya Vasilyev kmans...@gmail.com wrote:







  Pedro,

  A normal is a unit vector (length == 1) that is perpendicular to the
  surface. Normals are used for shading, so don't worry about them too
  much for now.

  Texture coordinates, as was already pointed out here, are in 2D space,
  i.e. two coordinates. The reason is that textures are 2-dimensional, and
  texture coordinates specify which point within the texture should be
  mapped to a particular vertex in 3D space.

  Imagine that the texture is a stretchable, initially square, piece of
  fabric. Each UV coordinate represents a point within that square.

  For each vertex, the point within the texture specified for that vertex
  by UV coordinates is glued to the vertex. Then the texture is allowed
  to stretch between vertexes.

  What sort of texture coordinates you generate is entirely up to you.

  A simple way to texture map a sphere is to wrap the texture into a
  vertical cylinder around the sphere, then pull the top and bottom
  towards the sphere, so you have singularities at the top and bottom of
  the sphere.

  If you generate your sphere as a bunch of horizontal bands, each having
  equal angular size, and further subdivided around into equal patches,
  then you can your use loop variables (band / patch index) to compute UV
  coordinates. Just remember that UV are 0 to 1 (unless you want tiling).

  -- Kostya

  27.12.2010 18:35, pedr0 пишет:

   But normal.x what is it?

   Is the abs(x) ?

   On 23 Dic, 20:41, Robert Greenrbgrn@gmail.com  wrote:
   UV unwrapping/mapping is standard practice in 3d games.  It's how the
   artist lines up the textures onto the skin/model.

   You're doing UV coordinate generation, which is similar but is
   mathematically specified instead of placed by a 3D modeling
   application.

   On Dec 23, 12:37 am, pedr0pulsarpie...@gmail.com  wrote:

   What do you think about it?
  http://en.wikipedia.org/wiki/UV_mapping
   On 23 Dic, 09:19, pedr0pulsarpie...@gmail.com  wrote:
   Thanks a lot,
   especially at Robert Green for his very good explanation!
   The absurd thing is that the code which I posted above is 100% right
   in a iPhone iOS, but when I port the same code on the Android platform
   I have these issues.
   I will try to do what you are talking about normals and I let you know
   about my progress!
   Thanks again.
   pedr0
   On 23 Dic, 04:10, Mario Zechnerbadlogicga...@gmail.com  wrote:
   On 22 Dez., 20:42, Robert Greenrbgrn@gmail.com  wrote:
   3DVec normal = (sphereCenter - point).normalize();
   3DVec normal = (point - sphereCenter).normalize();
   Or your world will be upside down. Unless my brain is totally
   borked :) (could well be, 4am here...)

  --
  Kostya Vasilyev -- WiFi Manager + pretty widget 
  --http://kmansoft.wordpress.com

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[android-developers] Re: openGL problem

2010-12-28 Thread MartyMacFly
I'm not sure why are you disabling depth test for a sphere
and also you should clear color/depth buffer in onDrawFrame

On Dec 27, 12:10 pm, pedr0 pulsarpie...@gmail.com wrote:
 img198(dot)imageshack(dot)us/img198/6370/failfs.png

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[android-developers] Re: openGL problem

2010-12-27 Thread pedr0
This a link of my issues




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[android-developers] Re: openGL problem

2010-12-27 Thread pedr0
img198(dot)imageshack(dot)us/img198/6370/failfs.png

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[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-27 Thread pedr0
But normal.x what is it?

Is the abs(x) ?


On 23 Dic, 20:41, Robert Green rbgrn@gmail.com wrote:
 UV unwrapping/mapping is standard practice in 3d games.  It's how the
 artist lines up the textures onto the skin/model.

 You're doing UV coordinate generation, which is similar but is
 mathematically specified instead of placed by a 3D modeling
 application.

 On Dec 23, 12:37 am, pedr0 pulsarpie...@gmail.com wrote:







  What do you think about it?

 http://en.wikipedia.org/wiki/UV_mapping

  On 23 Dic, 09:19, pedr0 pulsarpie...@gmail.com wrote:

   Thanks a lot,
   especially at Robert Green for his very good explanation!

   The absurd thing is that the code which I posted above is 100% right
   in a iPhone iOS, but when I port the same code on the Android platform
   I have these issues.

   I will try to do what you are talking about normals and I let you know
   about my progress!

   Thanks again.

   pedr0

   On 23 Dic, 04:10, Mario Zechner badlogicga...@gmail.com wrote:

On 22 Dez., 20:42, Robert Green rbgrn@gmail.com wrote:

 3DVec normal = (sphereCenter - point).normalize();

3DVec normal = (point - sphereCenter).normalize();

Or your world will be upside down. Unless my brain is totally
borked :) (could well be, 4am here...)

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Re: [android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-27 Thread Kostya Vasilyev

Pedro,

A normal is a unit vector (length == 1) that is perpendicular to the 
surface. Normals are used for shading, so don't worry about them too 
much for now.


Texture coordinates, as was already pointed out here, are in 2D space, 
i.e. two coordinates. The reason is that textures are 2-dimensional, and 
texture coordinates specify which point within the texture should be 
mapped to a particular vertex in 3D space.


Imagine that the texture is a stretchable, initially square, piece of 
fabric. Each UV coordinate represents a point within that square.


For each vertex, the point within the texture specified for that vertex 
by UV coordinates is glued to the vertex. Then the texture is allowed 
to stretch between vertexes.


What sort of texture coordinates you generate is entirely up to you.

A simple way to texture map a sphere is to wrap the texture into a 
vertical cylinder around the sphere, then pull the top and bottom 
towards the sphere, so you have singularities at the top and bottom of 
the sphere.


If you generate your sphere as a bunch of horizontal bands, each having 
equal angular size, and further subdivided around into equal patches, 
then you can your use loop variables (band / patch index) to compute UV 
coordinates. Just remember that UV are 0 to 1 (unless you want tiling).


-- Kostya

27.12.2010 18:35, pedr0 пишет:

But normal.x what is it?

Is the abs(x) ?


On 23 Dic, 20:41, Robert Greenrbgrn@gmail.com  wrote:

UV unwrapping/mapping is standard practice in 3d games.  It's how the
artist lines up the textures onto the skin/model.

You're doing UV coordinate generation, which is similar but is
mathematically specified instead of placed by a 3D modeling
application.

On Dec 23, 12:37 am, pedr0pulsarpie...@gmail.com  wrote:








What do you think about it?
http://en.wikipedia.org/wiki/UV_mapping
On 23 Dic, 09:19, pedr0pulsarpie...@gmail.com  wrote:

Thanks a lot,
especially at Robert Green for his very good explanation!
The absurd thing is that the code which I posted above is 100% right
in a iPhone iOS, but when I port the same code on the Android platform
I have these issues.
I will try to do what you are talking about normals and I let you know
about my progress!
Thanks again.
pedr0
On 23 Dic, 04:10, Mario Zechnerbadlogicga...@gmail.com  wrote:

On 22 Dez., 20:42, Robert Greenrbgrn@gmail.com  wrote:

3DVec normal = (sphereCenter - point).normalize();

3DVec normal = (point - sphereCenter).normalize();
Or your world will be upside down. Unless my brain is totally
borked :) (could well be, 4am here...)



--
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[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-27 Thread Robert Green
Well said Kostya.

Pedro - I defined the formula to get your normal above.  A normal is a
unit vector (a 3D vector of length 1.)  Each vertex must have a normal
for proper shading, as that's how light is calculated.  The normal of
a vertex of a sphere is a easy to calculate.  Think of it as the
direction from the center of the sphere through the vertex.  That's
your vector.  I provided a formula, though you'll have to javafy it a
little to make that work for you.  If you're struggling to understand
this, I suggest reading some 3D primer books before moving on.  They
are very, very helpful.

Cheers

On Dec 27, 7:59 am, Kostya Vasilyev kmans...@gmail.com wrote:
 Pedro,

 A normal is a unit vector (length == 1) that is perpendicular to the
 surface. Normals are used for shading, so don't worry about them too
 much for now.

 Texture coordinates, as was already pointed out here, are in 2D space,
 i.e. two coordinates. The reason is that textures are 2-dimensional, and
 texture coordinates specify which point within the texture should be
 mapped to a particular vertex in 3D space.

 Imagine that the texture is a stretchable, initially square, piece of
 fabric. Each UV coordinate represents a point within that square.

 For each vertex, the point within the texture specified for that vertex
 by UV coordinates is glued to the vertex. Then the texture is allowed
 to stretch between vertexes.

 What sort of texture coordinates you generate is entirely up to you.

 A simple way to texture map a sphere is to wrap the texture into a
 vertical cylinder around the sphere, then pull the top and bottom
 towards the sphere, so you have singularities at the top and bottom of
 the sphere.

 If you generate your sphere as a bunch of horizontal bands, each having
 equal angular size, and further subdivided around into equal patches,
 then you can your use loop variables (band / patch index) to compute UV
 coordinates. Just remember that UV are 0 to 1 (unless you want tiling).

 -- Kostya

 27.12.2010 18:35, pedr0 пишет:









  But normal.x what is it?

  Is the abs(x) ?

  On 23 Dic, 20:41, Robert Greenrbgrn@gmail.com  wrote:
  UV unwrapping/mapping is standard practice in 3d games.  It's how the
  artist lines up the textures onto the skin/model.

  You're doing UV coordinate generation, which is similar but is
  mathematically specified instead of placed by a 3D modeling
  application.

  On Dec 23, 12:37 am, pedr0pulsarpie...@gmail.com  wrote:

  What do you think about it?
 http://en.wikipedia.org/wiki/UV_mapping
  On 23 Dic, 09:19, pedr0pulsarpie...@gmail.com  wrote:
  Thanks a lot,
  especially at Robert Green for his very good explanation!
  The absurd thing is that the code which I posted above is 100% right
  in a iPhone iOS, but when I port the same code on the Android platform
  I have these issues.
  I will try to do what you are talking about normals and I let you know
  about my progress!
  Thanks again.
  pedr0
  On 23 Dic, 04:10, Mario Zechnerbadlogicga...@gmail.com  wrote:
  On 22 Dez., 20:42, Robert Greenrbgrn@gmail.com  wrote:
  3DVec normal = (sphereCenter - point).normalize();
  3DVec normal = (point - sphereCenter).normalize();
  Or your world will be upside down. Unless my brain is totally
  borked :) (could well be, 4am here...)

 --
 Kostya Vasilyev -- WiFi Manager + pretty widget 
 --http://kmansoft.wordpress.com

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[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-23 Thread pedr0
Thanks a lot,
especially at Robert Green for his very good explanation!

The absurd thing is that the code which I posted above is 100% right
in a iPhone iOS, but when I port the same code on the Android platform
I have these issues.

I will try to do what you are talking about normals and I let you know
about my progress!

Thanks again.

pedr0



On 23 Dic, 04:10, Mario Zechner badlogicga...@gmail.com wrote:
 On 22 Dez., 20:42, Robert Green rbgrn@gmail.com wrote:

  3DVec normal = (sphereCenter - point).normalize();

 3DVec normal = (point - sphereCenter).normalize();

 Or your world will be upside down. Unless my brain is totally
 borked :) (could well be, 4am here...)

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[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-23 Thread pedr0
What do you think about it?

http://en.wikipedia.org/wiki/UV_mapping



On 23 Dic, 09:19, pedr0 pulsarpie...@gmail.com wrote:
 Thanks a lot,
 especially at Robert Green for his very good explanation!

 The absurd thing is that the code which I posted above is 100% right
 in a iPhone iOS, but when I port the same code on the Android platform
 I have these issues.

 I will try to do what you are talking about normals and I let you know
 about my progress!

 Thanks again.

 pedr0

 On 23 Dic, 04:10, Mario Zechner badlogicga...@gmail.com wrote:







  On 22 Dez., 20:42, Robert Green rbgrn@gmail.com wrote:

   3DVec normal = (sphereCenter - point).normalize();

  3DVec normal = (point - sphereCenter).normalize();

  Or your world will be upside down. Unless my brain is totally
  borked :) (could well be, 4am here...)

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[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-23 Thread Robert Green
UV unwrapping/mapping is standard practice in 3d games.  It's how the
artist lines up the textures onto the skin/model.

You're doing UV coordinate generation, which is similar but is
mathematically specified instead of placed by a 3D modeling
application.

On Dec 23, 12:37 am, pedr0 pulsarpie...@gmail.com wrote:
 What do you think about it?

 http://en.wikipedia.org/wiki/UV_mapping

 On 23 Dic, 09:19, pedr0 pulsarpie...@gmail.com wrote:







  Thanks a lot,
  especially at Robert Green for his very good explanation!

  The absurd thing is that the code which I posted above is 100% right
  in a iPhone iOS, but when I port the same code on the Android platform
  I have these issues.

  I will try to do what you are talking about normals and I let you know
  about my progress!

  Thanks again.

  pedr0

  On 23 Dic, 04:10, Mario Zechner badlogicga...@gmail.com wrote:

   On 22 Dez., 20:42, Robert Green rbgrn@gmail.com wrote:

3DVec normal = (sphereCenter - point).normalize();

   3DVec normal = (point - sphereCenter).normalize();

   Or your world will be upside down. Unless my brain is totally
   borked :) (could well be, 4am here...)

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[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-22 Thread Robert Green
pedro,

your problem has nothing to do with android.  I think you may need a
3D refresher to solve it.  Normals are not UVs.  Your UVs will depend
on how you want to map, but the easiest way to do it is to map from
the sphere center out using angles, like this.  Since GL has 2D
texture coordinate 0,0 as upper left, you will want to define where
upper left is on your sphere.  I'd use straight up and center as a
unit vector, or (0, 0, 1) if z is up in your world.  If y is up, then
(0,1,0) will be 0,0 in UVs.

so starting with that, you can calculate the UV of any point by
getting the difference of angle of that starting angle and the new
point.  Remember that if they both come from the sphere center, you'll
have complete 2PI radian coverage on both axis... so naturally
dividing the resulting angle by 2PI will give you a UV number between
0 and 1.

The process is like this (assuming z=up)

For each point:
// for U just look at the sphere from overhead
U = (atan2(point.x - center.x, point.y - center.y) + PI) / (2PI)
hyp = distance(point, center);
V = ((point.z - center.z) / hyp) + 1) / 2

I believe that is correct and there will be a more elegant way to do
it but today my head is in 2D math world so I can't remember how to
dot it out.  The idea though is that for every point, you can
determine the angle needed for U by looking at the sphere from
overhead and just using an arctan of the xy differences (assuming
z=up) of the center to the point.  The resulting range is in radians (-
PI to PI) so you have to add PI to change it from 0 to 2PI and then
dividing by 2PI gives you 0 to 1.  Then for the V value, you can just
examine the height (z) of the point and in conjunction with its
distance from the center, you've got an opposite over hypotenuse which
is the same as the sine of the angle, which is what you want to get a
evenly distributed texture top to bottom.  The number will also be
ranged from -1 to 1 so you need to add 1 and divide it by 2 to get the
0 to 1 range.  The texture should touch in the corners and if you use
the right one, look seamless.

If any of my math is wrong, please correct it after debugging, but at
least this should get you going in the right direction.

Cheers

On Dec 22, 9:09 am, pedr0 pulsarpie...@gmail.com wrote:
 Please see the link and reply inside  this post if you have not an
 account on OpenGL forum, the question is over there.

 http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatN...

 Thanks a lot.

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[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-22 Thread Robert Green
Also I should add that your sphere normal should be (sphereCenter -
point).Normalize() and will be a 3D vector.  Normals are 3D, UVs are
2D.

On Dec 22, 9:09 am, pedr0 pulsarpie...@gmail.com wrote:
 Please see the link and reply inside  this post if you have not an
 account on OpenGL forum, the question is over there.

 http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatN...

 Thanks a lot.

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[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-22 Thread Robert Green
Oh here is a faster method - http://www.mvps.org/directx/articles/spheremap.htm

For each point (Assuming Y=up):

3DVec normal = (sphereCenter - point).normalize();
float U = asin(normal.x)/PI + 0.5
float V = asin(normal.y)/PI + 0.5

for z=up:
float U = asin(normal.x)/PI + 0.5
float V = asin(normal.z)/PI + 0.5

But in your code example I don't know if you were calculating normals
correctly.  Your normal should be a vector pointing from the center of
your sphere out the vertex, which is done by subtracting and then
normalizing to make it a unit-vector.

On Dec 22, 11:33 am, Robert Green rbgrn@gmail.com wrote:
 pedro,

 your problem has nothing to do with android.  I think you may need a
 3D refresher to solve it.  Normals are not UVs.  Your UVs will depend
 on how you want to map, but the easiest way to do it is to map from
 the sphere center out using angles, like this.  Since GL has 2D
 texture coordinate 0,0 as upper left, you will want to define where
 upper left is on your sphere.  I'd use straight up and center as a
 unit vector, or (0, 0, 1) if z is up in your world.  If y is up, then
 (0,1,0) will be 0,0 in UVs.

 so starting with that, you can calculate the UV of any point by
 getting the difference of angle of that starting angle and the new
 point.  Remember that if they both come from the sphere center, you'll
 have complete 2PI radian coverage on both axis... so naturally
 dividing the resulting angle by 2PI will give you a UV number between
 0 and 1.

 The process is like this (assuming z=up)

 For each point:
 // for U just look at the sphere from overhead
 U = (atan2(point.x - center.x, point.y - center.y) + PI) / (2PI)
 hyp = distance(point, center);
 V = ((point.z - center.z) / hyp) + 1) / 2

 I believe that is correct and there will be a more elegant way to do
 it but today my head is in 2D math world so I can't remember how to
 dot it out.  The idea though is that for every point, you can
 determine the angle needed for U by looking at the sphere from
 overhead and just using an arctan of the xy differences (assuming
 z=up) of the center to the point.  The resulting range is in radians (-
 PI to PI) so you have to add PI to change it from 0 to 2PI and then
 dividing by 2PI gives you 0 to 1.  Then for the V value, you can just
 examine the height (z) of the point and in conjunction with its
 distance from the center, you've got an opposite over hypotenuse which
 is the same as the sine of the angle, which is what you want to get a
 evenly distributed texture top to bottom.  The number will also be
 ranged from -1 to 1 so you need to add 1 and divide it by 2 to get the
 0 to 1 range.  The texture should touch in the corners and if you use
 the right one, look seamless.

 If any of my math is wrong, please correct it after debugging, but at
 least this should get you going in the right direction.

 Cheers

 On Dec 22, 9:09 am, pedr0 pulsarpie...@gmail.com wrote:







  Please see the link and reply inside  this post if you have not an
  account on OpenGL forum, the question is over there.

 http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatN...

  Thanks a lot.

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[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-22 Thread Mario Zechner
On 22 Dez., 20:42, Robert Green rbgrn@gmail.com wrote:
 3DVec normal = (sphereCenter - point).normalize();

3DVec normal = (point - sphereCenter).normalize();

Or your world will be upside down. Unless my brain is totally
borked :) (could well be, 4am here...)

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