[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-24 Thread Nightwolf
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-24 Thread MobileVisuals
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-22 Thread Nightwolf
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-21 Thread MobileVisuals
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-14 Thread MobileVisuals
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

Re: [android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-14 Thread Latimerius
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-12 Thread MobileVisuals
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

Re: [android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-11 Thread Latimerius
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-11 Thread MobileVisuals
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

Re: [android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-11 Thread Latimerius
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-11 Thread MobileVisuals
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-10 Thread bdk
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-09 Thread Nightwolf
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-08 Thread MobileVisuals
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

Re: [android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-07 Thread Kostya Vasilyev
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-07 Thread MobileVisuals
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-10-07 Thread MobileVisuals
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-30 Thread Dusk Jockeys Android Apps
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-30 Thread 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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-30 Thread a1
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).

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-29 Thread Nightwolf
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

Re: [android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-29 Thread Kostya Vasilyev
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-29 Thread MobileVisuals
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-29 Thread MobileVisuals
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

Re: [android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-29 Thread Kostya Vasilyev
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-29 Thread MobileVisuals
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-28 Thread MobileVisuals
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-27 Thread Indicator Veritatis
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-27 Thread MobileVisuals
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-27 Thread Nightwolf
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-27 Thread MobileVisuals
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

[android-developers] Re: HTC and LG haven't implemented Android in the right way

2011-09-26 Thread Indicator Veritatis
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