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Thread: How to get point attenuation to work in OpenGL ES?

Started 1 month, 3 weeks ago by MobileVisuals
I am producing a screensaver which simulates the stars in galaxies. The stars are point sprites and the stars which are far away should look smaller than those closer to the viewer. That is why I need point attenuation. I have tried to include everything to get point attenuation to work, but the points still have the same size. Why doesn't the point attenuation have any effect? This is my code:...
Site: Nokia Developer Discussion Boards  Nokia Developer Discussion Boards - site profile
Forum: Symbian Media (Graphics & Sounds)  Symbian Media (Graphics & Sounds) - forum profile
Total authors: 1 author
Total thread posts: 3 posts
Thread activity: no new posts during last week
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MobileVisuals replied 1 month, 3 weeks ago
I found some errors in the code above and changed it to the code below. But I still get no point attenuation. Does anyone know why it doesn't work? glPointSize( 4 ); GLfloat min=0.1f; glPointParameterf(GL_POINT_SIZE_MIN, min); GLfloat max=4f; glPointParameterf(GL_POINT_SIZE_MAX, max); //the coordinates for calcluting point atenuation iPointSizeCoords[0] = 0f; iPointSizeCoords...

MobileVisuals replied 1 month, 2 weeks ago
I got it to work now. The problem is that the S60 3d edition FP1 emulator can not simulate point attenuation. When I run the same program on a mobile device as on the emulator, the point attenuation works on the mobile but not on the emulator. So if you only try it on the emulator, you think that the code is wrong, eventhough it isn't. You can see my working code below: glPointSize(8); ...

 

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MobileVisuals
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user's latest post:
How to get point attenuation to...
Published (2009-10-20 16:03:00)
I got it to work now. The problem is that the S60 3d edition FP1 emulator can not simulate point attenuation. When I run the same program on a mobile device as on the emulator, the point attenuation works on the mobile but not on the emulator. So if you only try it on the emulator, you think that the code is wrong, eventhough it isn't. You can see my working code below: glPointSize(8); glPointParameterf(GL_POINT_SIZE_MIN, 0.1f);...

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