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 implemented the things that they say in the specification, but why not? On Sep 29, 8:54 pm, MobileVisuals <eyv...@astralvisuals.com> wrote: > 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 hundreds of stars in each cluster. > As it is now, I draw each star cluster in one single glDrawArrays > call. That makes it fast. > > Wouldn't I have to make one glDrawArrays call for each one of the > stars if I had to scale them in different sizes? That would mean > hundreds of glDrawArrays calls instead of one. > > A point sprite is a screen-aligned element of variable size that is > defined by a single point. Would it really be a sprite if it was > mapped to a quad polygon? > > I removed all HTC devices from the compatibility list for my Morphing > galaxy live wallpaper, because the HTC users complained that it didn't > look like it should. Lots of HTC users said the same thing, so I am > sure that it doesn't work on any of the HTC's. My other LW's seem to > work well on the HTC's, but they don't use any point sprites. > > On Sep 29, 11:16 am, Kostya Vasilyev <kmans...@gmail.com> wrote: > > > 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 Incredible S, but Market > > won't let me install, reporting it as not compatible with the device. > > > -- Kostya > > > 2011/9/29 MobileVisuals <eyv...@astralvisuals.com> > > > > 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 <eyv...@astralvisuals.com> wrote: > > > > 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 > > > > triangles. OpenGL ES 1.1 amends this list with point sprites." > > > > > "OpenGL ES 1.1 provides features for points that are especially useful > > > > for particle effects: > > > > point sprites, point size arrays, and point size attenuation." > > > > > "When points are defined by an array, in OpenGL ES 1.0 they all have > > > > the same size, defined by glPointSize{fx}. In OpenGL ES 1.1 it is > > > > possible to give each point its own size (see Section 8.1.2), and the > > > > point sizes may be attenuated by the distance between each > > > > point and the camera." > > > > --------------------------------------------- > > > > Could it be that the new HTC and LG devices only have OpenGL ES 1.0? > > > > Devices with names like HTC HD and LG Optimus. I don't see anything HD > > > > or optimus about them if they support an old OpenGL ES standard. > > > > > I don't have any HTC or LG devices, so I can't test > > > > glGet(GL_POINT_SIZE_RANGE), but it would be interesting to so. > > > > > Do you know if there is any other way to make space animations with > > > > shining star objects on LG and HTC devices? I have produced 2 apps > > > > with 3D space effects, but I can't release them for LG and HTC. It is > > > > the same thing for SonyEricsson, by the way. My space apps work > > > > exactly like they should on Samsung and most other Android devices, > > > > but I would really like to release them for LG, HTC and SonyEricsson > > > > also. > > > > > On Sep 28, 1:03 am, Indicator Veritatis <mej1...@yahoo.com> wrote: > > > > > > 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. > > > > -- > > > You received this message because you are subscribed to the Google > > > Groups "Android Developers" group. > > > To post to this group, send email to android-developers@googlegroups.com > > > To unsubscribe from this group, send email to > > > android-developers+unsubscr...@googlegroups.com > > > For more options, visit this group at > > >http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en