Android :: Opengles Alpha Textures Not Semitransparent But Binary Transparent
Sep 3, 2010
I am drawing some textures with alpha channel, but when they are displayed it looks like the alpha channel is only binary. So a pixel is either transparent or opaque, although in the texture file itself the pixel is half-transparent.
The blending is set up like this:
code:............
The above shows how it should be like, and the below shows how it is:
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Feb 15, 2009
I am using opengl for drawing 3d stuff, but so far I've been unable to use transparent textures...
This is what I do...
CODE:..............
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Jun 21, 2010
I can't seem to get GLUtils.texImage2D to use my full RGBA (A=my alpha component).
I've tried doing setEGLConfigChooser(8, 8, 8, 8, 0, 0); getHolder().setFormat(PixelFormat.RGBA_8888);
I've tried converting the source image (.png in ARGB) to RGBA.. which works ok for the ordering of data before texImage2D, but when it draws, it draws yellow where it should be "transparent white"... which suggests it's diminishing the "B"(blue) component instead of the A(alpha) component. But the same thing happens when I just use the orignal ARGB data instead ("B" diminishes instead of "A", leaving yellow).
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Aug 19, 2009
seems pretty straightforward.
CODE:..............
But doesn't work!
It scrunches the layout background as the background to each button, I want it to span all three buttons...
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Jul 9, 2010
I have already found how can I do an ImageButton with Transparent background, but I would like to ask, how can I set the effective of it ?
How can I do it more transparent ?
My way as I do it: <gradient android:startColor="#aaffffff" android:endColor="#aaffffff" ...>
What should I write in to the color to be more transparent ?
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Apr 20, 2009
I have serious issues using the eglMakeCurrent() method of the EGL10 class.
1) After a successful call ot the eglMakeCurrent method with an eglSurface & an eglContext, if i request the current context and the current surface (eglGetCurrentContext() & eglGetCurrentSurface (EGL10.EGL_DRAW)) i get different instances compared with the one that i've passed. Even the equals method fails.
2) After initializing the eglDisplay and before any call to eglMakeCurrent(), if i request the current context and the current surface i recive instances that are not the EGL10.EGL_NO_CONTEXT and EGL10.EGL_NO_SURFACE.
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Feb 19, 2009
I am writting opengl app using GLSurgfaceView given in API demos. I create a rectangle and added texture but then drawframe in renderer is called in a loop i,e it is redrawing it even if there is no changes. so what should i do to? how to set background.
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Jun 28, 2010
I'm developping a native application for android and I face to artefacts when rendering the scene. I can reproduce the issue with Java code.
While the following code running, I got a green screen. But If I move the status bar up and down over the screen, I see some red artefacts.
Here a screenshot made with ddms :
http://picasaweb.google.com/lh/photo/42bVsuIt8JldSIbPy8x2AA?feat=dire...
The Acer liquid running Android 1.6.
Can you check on other devices and tell me if you face the same issue ?
I would like to know if it's an Android issue or an Acer issue.
Here the code :.........................
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Jan 5, 2010
How to play video using opengl es in android?
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Oct 7, 2010
I'm writing a little 3D engine for android to better learn the platform and opengl. I hope to eventually use it as a base for little 3D games.
I'm trying to implement lighting right now, and generally following the NeHe opengl android port tutorials. I have a simple spinning cube and 1 light that should not change position. Upon rendering my scene on a device the light appears to "dim" and re-lighten as cube rotates.
This is a swf video of the behavior:
http://drop.io/obzfq4g
The code for my "engine" is located here: [url]
The relevant bits are:
[url]
This is where I'm initializing opengl and setting up my scene. and [url]this is the code for actually rotating / drawing the cube mesh.
I wish I could formulate a better question; but I'm very stuck/confused and can't even think of an intelligent question to ask besides "does anyone know what might cause the kind of behavior I'm seeing?"
Also the slowness / choppyness of the animation in the video is a result of the screencap software. It's smooth throughout the whole rotation on the emu.
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Oct 4, 2010
From the posting so far I have seen, the current emulator as of API level 8 and Platform 2.2 does not support OpenGL ES 2.0. (Only in the emulator that the support is not there)
(The support is there at API level 8 for the ES 2.0)
wondering if any jone has figured out the following
1. Will the emulator support ES 2.0 in the future (considering there is compilers, shaders etc needed to support es 2.0) 2. What is a likely timeframe this may be available? (months or sometime future?)
I suppose considering that iPhone SDK has the emulator suppor for es 2.0, it can be anticipated on the Android emulator as well.
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Nov 7, 2010
In my application I'm trying to create a mesh that is shaded by a single directional light. The problem I'm facing is that I can't seem to get the light to take my normals into account at all.
It works fine if I set the normals on a per-triangle-strip basis, but if I try to render a series of triangles with normals set using the glNormalPointer method the entire mesh is rendered using the same color (which is identical to the result I'm getting if I skip calling glNormalPointer all together).
My mesh render method looks like this:
code:.............................
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Apr 8, 2010
I'm having a hard time deciding whether to go with Quartz2D or OpenGL for an iPad game. It will be 2D mostly, but effect-intense (simultaneous lighting effects for 10-30 objects, 10-20 simultaneous animations on the screen). So far, assuming i'm equally dumb in both technologies and have to learn them from the ground, i came to this list. (I've read several topics here, on SO, with names like "Quartz or OpenGL", but i'm still left with some questions)
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Nov 7, 2010
Just couldn't find anything regarding the purpose of android.opengl classes anywhere on the web: they seem to be copies of javax.microedition.khronos.opengles - just with static vs member methods.
So is there any special meaning in using them instead of j2me classes: are they supposed to be faster, have additional functionality, simpler to work with? I think of using them instead of passing that gl reference all the time.
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Feb 17, 2010
I'm learning OpenGL on my own atm and I have a question about texturing a surface:
I can create a simple polygon like this:
CODE:......
Then I load all of that info into the approriate buffers and draw it to the screen with a call to:
CODE:..
My question:
I'm looking for a good example of how to take an image and texture it to the surface.
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Sep 27, 2010
I created a little texture drawing class from observing the LabelMaker example in the Android SDK. One thing I can't find however is how to rotate textures drawn with glDrawTexiOES. is it possible? I've just tried glRotatef but it has no effect.
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Aug 18, 2010
I'm just learning OpenGL ES on Android, and I am trying to get some kind of anisotropic filtering on textures. I want to increase the size of a sprite, with some kind of interpolation, instead of this "nearest-pixel-interpolation".
Is there anything like this in the OpenGL ES standard or do I have to make one texture for each size?
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Nov 1, 2010
In Android OpenGL ES, I want to be able to switch textures for a given Rectangle. I have one rect and I put two textures, depending on different conditions. I just want to switch between textures.
I followed this code to create the textures: http://blog.poweredbytoast.com/loading-opengl-textures-in-android but it seems that this is only for one texture.
If I use only one texture, it renders fine, but then I don't know how to tell the rect to use another texture (same rect, different texture). Do I do something like "setTexture" with the ID that is generated in loadTextures()? Do I have to have an array with texture names (numbers) that I then change .. I just don't get it..
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Feb 19, 2010
I need to enlarge(Zoom) Textures when I hold&drag at the corners.
I am using glOrtho() to setup ModelView.
CODE:.............
I am able to do hit-test and detect corners of the images(Textures) on the screen.
Now I need to enlarge(zoom) the image(texture). I have offset values, means how far I moved on the screen in X,Y directions.
If I need to use glScalef(), it will accept values in percentage(I think). How can I map the offset values to this percentage value.
or is there any other way to zoom(ie by enlarging the background polygon vertices, so that the mapped texture will automatically get zoomed) ? In this method, I am fixing the polygon sides at time of Surface Creation.
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Mar 23, 2010
Good pattern for loading textures in an Android Java & OpenGL ES app.
My first concern is determining how many texture names to allocate and how I can efficiently go about doing this prior to rendering my vertices.
My second concern is in loading the textures, I have to infer the texture to be loaded based on my game data. This means I'll be playing around with strings, which I understand is something I really shouldn't be doing in my GL thread.
Overall I understand what's happening when loading textures, I just want to get the best lifecycle out of it. Are there any other things I should be considering?
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May 19, 2010
I'm developing a game for android using OpenGL es and have hit a problem:
My game loads fine in the emulator (windows xp and vista from eclipse), it also loads fine on a T-Mobile G2 (HTC Hero) however when I load it on my new HTC Desire none of the textures appear to load correctly (or at all). I'm suspecting the BitmapFactory.decode method although I have no evidence that that is the problem.
All of my textures are power of 2 and JPG textures seem to load (although they don't look great quality) but anything that is GIF or PNG just doesn't load at all except for a 2x2 red square which loads fine and one texture that maps to a 3d object but seems to fill each triangle of the mesh with the nearest colour).
This is my code for loading images:
CODE:...........................
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Aug 3, 2010
How can I do this? There's a setAlpha but no getAlpha.
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Aug 4, 2013
I have been having issues downloading the latest version of my app as part of Alpha testing. I have uploaded 6 versions and every time i download the app i just get the first version.
Thinking this is something to do with cache on google play store, on few versions, i waited more then 24 hrs for the download. Even this did not work.
Is there anything that i can do to make sure that i download the latest version. All the previous versions are archived and only the latest version is published/active.
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Jul 2, 2009
I have a texture-mapped cube based in part on the Kube API demo and the Textured Cube example from anddev.org, It is working fine using bitmaps loaded from R.drawable.. what I need to do now is to make the texture for each face dynamic (using Bitmaps created in code). I'm having trouble understanding how to change the textures on the fly and I'm hoping someone can point me in the right direction.What would I need to change in this code to allow an existing texture to be replaced (eg. a new Bitmap would be passed in instead of loading the resource, but when I try this the texture remains unchanged).
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Jun 19, 2010
How do I track the memory used by OpenGL textures in Android? I understand the texture memory is on the Video RAM, but do they get swapped in with the RAM? If I call glGenTextures and do not call glDeleteTextures, how does it impact the memory usage of my current process?
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Apr 12, 2010
how to apply apply different textures on different faces of a cylinder?I am able to apply one texture which covers the whole cylinder.But I want one texture for each face.
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Jan 30, 2010
So I'm doing some simple 2D stuff with OpenGL on Android and found the performance to be very, very poor. To give you an example, I made an app with a full screen LSurfaceView. I loaded a 512x1024 texture (containing a 480x854 image), set up an orthogonal 2D matrix, and set it to draw a 480x854 pixel quad with that texture, using vertex and texture arrays. Lighting, dither, blending, etc. is disabled.
I would expect this to run at 60fps without problem, but that simple operation already drags the frame drawing time to 19ms/frame. If I add some more small textured quads around the screen, the drawing time goes up to 22/24ms. If I enable blending it balloons to 28/30ms. This is testing on a Motorola Milestone, running 2.0.1. Is this normal? Am I doing something wrong or is it just a common problem in Android?
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Nov 19, 2010
Basically I have a fully functional ogl program (2D game) in opengl es 1.1, everything works fine except for one problem: glcolor
I'm trying to set some of my texture to half transparent and I would like to do it as follows;
gl.glColor4f(1f, 1f, 1f, .5f);
obj.draw(gl);
...
gl.glColor4f(1f, 1f, 1f, 1f);
I'm using VBO for my vertice, my textures and indices. (if that is relevant)
the problem is that nothing gets set to 50% transparency...
I'm don't think relevant to post all my code (mainly because it is spread out several classes with several GL options changing (blends, scissors etc etc).
What I would like is for people to tell me what state of OGL could prevent glcolor form working like I want, what functions should I check, what state should I call.
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Dec 28, 2009
I ran into a rather strange problem with my OpenGL game. While most textures look good, five or six are not drawn on Droid, and I don't see anything special about these images/models. For example, my HUD is made of 4 elements. The upper part is drawn correctly, while the lower part appears as white rectangles. The code used for loading and drawing these models and textures is exactly the same. Textures are 32-bit TGAs in both cases, POT dimensions, in - nodpi, inScaled==false, using GLSurfaceView to rule out configuration issues. No problems on G1 and Hero (and of course on emulator). And I don't have the Droid, so I can't just try whatever comes to my mind. Asked users to send me logs - no errors, all models and images appear to load normally.
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Dec 5, 2009
I'm using GLSurfaceView for one of my applications and I've encountered a problem. It seems I can only create textures when in onSurfaceChanged, after that glGenTextures only returns 0. I've tried without glGenTextures and keeping track of texture indices myself, but the textures generated just turn up white. Is it only possible to load these types of resources in onSurfaceChanged (and possible onSurfaceCreated)? Or am I missing something?
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