Okay, I will try this but after all, it happens in OpenGL 1.0 as well and
there is no chance to change the shader there.
What could I do there? And why did it work on older phones/android versions
like the S1 and the S2 with Android 2.x?
Am Dienstag, 7. August 2012 09:08:57 UTC+2 schrieb Romain
Alright. I got it.
Now it works. I simply didn't multiply the values!
Man, you helped me a lot! Really! How can I thank you for this??? I was
working on that problem for... ages!
It doesn't explain why it worked perfectly fine on older machines nor does
it explain what to do in OpenGL 1.0 but at
You should be able to make it work with OpenGL ES 1.0 by choosing another
blending equation.
On Wed, Aug 8, 2012 at 4:44 AM, Tobias Reich tobiasreic...@gmail.comwrote:
Okay, I will try this but after all, it happens in OpenGL 1.0 as well and
there is no chance to change the shader there.
So than it was just pure luck it worked fine with all the previous
versions? What changed? Why can't it just be like it was before?
I mean, its okay now and not really a big problem. - even though I don't
know where I could have seen that information in the API.
Thanks anyway!
--
You received
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);
Hi,
You should output your colors with premultiplied alpha. Your code should
look like this:
vec3 color = clamp(textureColor.rgb * lightWeighting.xyz, 0.0, 1.0);
color *= 0.5; // premultiply by alpha
gl_FragColor = vec4(color, 0.5);
On Mon, Aug 6, 2012 at 4:21 PM, Tobias Reich
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