Tuesday, September 27, 2011

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

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.

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