I'm working on a new Galaxy S3 and found a problem that didn't occur on other phones like my old Galaxy S1 or the Galaxy S2 - which has almost the same GPU as the S3. When drawing my OpenGL models on top of my camera image like this:
mGLView = new GLSurfaceView(this); mGLView.setOnClickListener(InputManager.getInstance()); GameRenderer renderer = new GameRenderer(kamera, this); InputManager.getInstance().currentActivity = renderer; mGLView.setEGLContextClientVersion(2); mGLView.setEGLConfigChooser(8, 8, 8, 8, 16, 0); setPreserveEGLContextOnPause mGLView.getHolder().setFormat(PixelFormat.TRANSLUCENT); mGLView.setZOrderOnTop(true); mGLView.setRenderer(renderer); setContentView(new CameraView(this), new LayoutParams(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT)); addContentView(mGLView, new LayoutParams(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT)); So the GLRenderer should be transparent. It actually is. It works fine for all the objects that are opaque as well as the background (where I see the image of the camera) My problem is, when I make the pixels semi-transparent in the fragment Shader I get a weird result. The brightest pixels seem overexpose when "blending together". And it looks like they got clamped after so the value that brighter than white - loosing probably the first bit - got dark again. So only the brightest pixels are affected. It happens even if I use a simple call like: > gl_FragColor = vec4(clamp(textureColor.rgb * lightWeighting.xyz, 0.0, 1.0), > 0.5); > > So the actual GL-Fragment is clamped and I'm pretty sure it comes from the camera preview itself. Here is an image that describes my problem: <https://lh6.googleusercontent.com/-XhUolY4rNXA/UCBQnwRqb6I/AAAAAAAAAAM/YgzaE-KfGZs/s1600/glProblem.jpg> I get more and more convinced that it is an "overflow" for the values but how can I change this? By the way - perhaps it helps - this effect gets stronger the lower the alpha value of the fragment (the gl rendered one) is. So somehow it looks like something is compensating/normalizing the "semi transparent" values. Is there any way of "clamping" both values together since in the Shader I can only clamp the actual rendered fragment somehow without asking for the camera preview values. :-( Thank you very much! I hope it is not a severe problem, Tobias Reich -- 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