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• Good evening everyone!

I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
Basically I'm trying to find more compatible version of it.

Thank you!

• Hello guys,

How do I know? Why does wavefront not show for me?
I already checked I have non errors yet.

And my download (mega.nz) should it is original but I tried no success...
- Add blend source and png file here I have tried tried,.....

PS: Why is our community not active? I wait very longer. Stop to lie me!
Thanks !

• I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.

• Hello everyone,
I have problem with texture

• Hello everyone
For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?

Thanks!

OpenGL Opengl- Diffrent Output for Adreno and Mali GPU

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I have A part of code in my Android App that gives me two diffrent Outputs for Two Adreno And Mali GPU:

For Mali GPU

And this is the Code:

if (DRAW_DEST_POLY && DrawDest) {
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glLineWidth(2.0f);
gl.glPointSize(3f);
gl.glColor4f(0.8f, 0.0f, 0.0f, 1.0f);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, mBufDestVertices);
gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, OpenglPoly.getNumPoints());
gl.glDisable(GL10.GL_BLEND);
}

I want the OutPut to be like what in Mali GPU is. (the problem is the inner shape that in second image has faded out)

Edited by alireza.pir

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Where does the color come from?

In the code you just set black color, but the shape is red?

is GL_COLOR_ARRAY enabled?

I'm guessing the problem might be with that

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Where does the color come from?

In the code you just set black color, but the shape is red?

is GL_COLOR_ARRAY enabled?

I'm guessing the problem might be with that

sorry this is the right code:

if (DRAW_DEST_POLY && DrawDest) {
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glLineWidth(2.0f);
gl.glPointSize(3f);
gl.glColor4f(0.8f, 0.0f, 0.0f, 1.0f);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, mBufDestVertices);
gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, OpenglPoly.getNumPoints());
gl.glDisable(GL10.GL_BLEND);
}

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Maybe try glDisableClientState(GL_COLOR_ARRAY); explicitly if you don't need it (and not already doing it)?

Just guessing, maybe it is enabled for some reason on the adreno and you get weird colors though that.

Looks very weird though, I notice also the frame has the same problem, and it looks to happen at the same X coordinate.

Is the frame drawn with 4 points one for each corner? If so, I don't think the problem is the color array...

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I know I say this a lot but Android and the graphics API support there is a big clusterfuck of shit.

You've run in to a driver bug; this will never be updated or fixed so best you can do is figure out a work around, detect the OS/device/driver combo and activate the work around when it is detected.

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Is glColor4f an immediate mode draw call? I think you're mixing vertex array and immediate color here.

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Is glColor4f an immediate mode draw call? I think you're mixing vertex array and immediate color here.

glColor is actually legal in ES and legal to mix with vertex arrays (ES doesn't have immediate mode), but like the others said, don't do anything unexpected and you stand the best chance of things actually working.