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.
>
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