That's odd.
Anyway I've just resent you email.
The point sprites project works OK on HTC G1 (Android 1.6).
On 24 окт, 11:25, MobileVisuals wrote:
> No, I didn't get the sample project, but it would be interested to see
> it, so could you send it again? Have you tested it on HTC devices?
>
> I do
No, I didn't get the sample project, but it would be interested to see
it, so could you send it again? Have you tested it on HTC devices?
I don't get any black squares around the particles with my Quad
approach either.
On Oct 22, 12:59 pm, Nightwolf wrote:
> Did you get a sample project I sent y
Did you get a sample project I sent you earlier? It uses point sprites
and has no black squares around particles.
On 21 окт, 15:20, MobileVisuals wrote:
> I solved this problem now for the morphed animation. I used a TreSet
> for the sorting. I made a Quad class and and added the quads to the
> t
I solved this problem now for the morphed animation. I used a TreSet
for the sorting. I made a Quad class and and added the quads to the
treeset for each draw. The TreeSet then sorts them in an automatic
way.
It's not as fast as with real Point sprites and size attenuation, but
the speed is OK. T
The morphed positions for the stars are calculated from some
precalculated 3d arrays, one 3d array for each single galaxy shape,
like below.
positionsM1 and positionsM2 are the two 3d arrays, which get morphed
for this frame. The result is the new morphedPositions array, which is
drawn later. I can
On Wed, Oct 12, 2011 at 7:09 PM, MobileVisuals wrote:
> Thanks a lot for the info! The problem is that the positions for the
> stars change for each new frame. This happens because the positions
> are morphed.Wouldn't it be very slow to sort all the positions
> according to their z-value for every
Thanks a lot for the info! The problem is that the positions for the
stars change for each new frame. This happens because the positions
are morphed.Wouldn't it be very slow to sort all the positions
according to their z-value for every frame? Wouldn't I have to make
one drawElements call for each
On Tue, Oct 11, 2011 at 8:38 PM, MobileVisuals wrote:
> I see, now I understand the color4f method. I can't sort the
> transparent sprites back-to-front,because they are all in one vertex
> array. It would be much slower if I had one vertex array for each
> quad, because it would be so many drawAr
I see, now I understand the color4f method. I can't sort the
transparent sprites back-to-front,because they are all in one vertex
array. It would be much slower if I had one vertex array for each
quad, because it would be so many drawArray calls.
I will only use one layer of quads from now on. But
Hello, my guess would be you don't sort your transparent sprites
back-to-front, do you?
For a couple more comments please see inline:
On Tue, Oct 11, 2011 at 11:51 AM, MobileVisuals
wrote:
> before. I tried to remove the gl.glColor4f calls, but that made the
> black square quads much more visibl
Thanks, it looks better when I added an alpha channel to the textures.
But I don't see that glBlendFunc(GL_SRC_ALPHA, GL_ONE)
made any difference. There are still black square quads, but less than
before. I tried to remove the gl.glColor4f calls, but that made the
black square quads much more visib
for a brighter result, try to use use additive blending:
glBlendFunc(GL_SRC_ALPHA, GL_ONE)
e.g.
http://stackoverflow.com/questions/393785/how-to-setup-blending-for-additive-color-overlays
and yes, alpha should be in the png -> texture.
best
--
Mathieu
On Oct 8, 11:08 am, MobileVisuals wrot
Probably your source texture image has no any transparency. That's why
black squares are visible. Setting alpha to 0.25f makes your stars
look faded. You should not change the alpha value in glColor4f. You
should prepare star image with transparency.
Anyway I still think that it's possible to get a
How do you mean that I should put brightness level in the textures? I
have already enabled transparency with
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glColor4f(1f, 1f, 1f, 0.25f);
I see that the transparency have effect, but it doesn't work as
Looking at the "dull" screenshot, I can see that your sprites are wrong
- they don't have transparency around the "point" itself.
The black square quads are clearly visible, and they shouldn't be.
The brightness level is what you put in the textures, you should be able
to make them as bright a
The default Galaxy doesn't use Point sprites with size attenuation. It
looks like it is just using plain points with spinning textures in the
background. It looks like all the points have the same size.
Galactic Core doesn't use Point sprites either. It looks like it is
just using spinning textur
I have implemented this according to your approach now. I replaced
attenuated points with texture mapped quads. I implemented bilinear
filtering and alpha test.
It works, but the visual quality is not good. It doesn't look at all
as good as with Point sprites and size attenuation. It looked shiny
What is the Morphing Galaxy Live Wallpaper? I cant see that on the
Market.
The default Galaxy, Galactic Core and Galaxy Live Wallpaper all work
perfectly well on my HTC Desire HD, with no blurring, so they are
probably not doing things the same way as you are.
On Sep 28, 2:36 am, MobileVisuals
I set up the attenuation exatly like this. It works prefectly on
Samsung and most other devices, but not on HTC.
Kostya and Nightwolf, thanks for the algorithm ideas. I am trying to
implement it now.
On Sep 30, 10:01 am, a1 wrote:
> And did you correctly setup attenuation equation? Attenuation i
And did you correctly setup attenuation equation? Attenuation is controlled
by glPointParameter function (
http://www.khronos.org/opengles/sdk/1.1/docs/man/) with pname
GL_POINT_DISTANCE_ATTENUATION, where you suppose to provide array of 3
floats with attenuation equation coeffs (a, b and c).
AFAIK it is possible to specify point size array along with vertex
array. Enabling point sprites turns points to textured quads. Turn on
bilinear filtering and alpha test or blending. Of course the texture
should depict a star.
On 29 сен, 23:26, Kostya Vasilyev wrote:
> 29.09.2011 23:01, MobileVi
29.09.2011 23:01, MobileVisuals ?:
I claim that HTC HD doesn't support OpenGL ES 2.0, because size
attenuation is a part of OpenGL ES 1.1 and it is not supported.
Quite possibly, you're right...
So HTC hasn't implemented the things that they say in the
specification, but why not?
Who k
It says in the HTC HD specification that it supports OpenGL ES 2.0:
http://www.mobiletechworld.com/2010/04/23/htc-hd-mini-review-is-it-worth-it/
I claim that HTC HD doesn't support OpenGL ES 2.0, because size
attenuation is a part of OpenGL ES 1.1 and it is not supported.
So HTC hasn't implement
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 hun
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 I
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 wrote:
> Yes, it is in the OpenGL ES standard according to the book "Mobile 3D
> Graphics with OpenGL ES and M3G" by
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
triang
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 ge
Yes, that is exactly what I am doing. I am using point sprites with
size attenuation for my space animations, like the Morphing Galaxy
live wallpaper.
But what is the use of point sprites if the size attenuation do not
work?
The size attenuation is not supported on devices from HTC and LG. This
is
Point sprites can be used to display stars in space.
On 27 сен, 11:26, MobileVisuals 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 sma
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
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 wrote:
> I have found that everything implemented with
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