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.

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