Tobias Reich

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since Aug 06, 2012
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Recent posts by Tobias Reich

Alright, I got an answer for that.
The problem was the premultiplication for the alpha values.
So in the easiest way it is enough to write:

vec3 color = clamp(textureColor.rgb * lightWeighting.xyz, 0.0, 1.0);
color *= 0.5; // premultiply by alpha
gl_FragColor = vec4(color, 0.5);

Even though I don't see why it worked perfectly fine on older systems and it I'm still not sure how to manage this on Gl1.0 where I can't write my own shader code.
So hope this helps to anyone who has the same problem!
Thanks,
Tobias
11 years ago
Okay, looks like nobody knows that problem. Maybe there is someone with a Galaxy S3 who might want to help me.
I made a very small test program to show this.
You may download the code here:

https://dl.dropbox.com/u/13527005/CameraGLTest.zip

or if you only want to test it you will find the .apk here:

https://dl.dropbox.com/u/13527005/CameraGLTest.apk

I would be very, very glad for any information about this. Even if you tell me it works perfectly fine on your S3. After all than I would know I have a problem with my phone!
Thank you very much for your help!
Tobias
11 years ago
Hello everyone,

I hope you may help me with this problem.
I'm working on a new Galaxy S3 and found a problem that didn't occur on other phones.
My problem is strange. When drawing my OpenGL models on top of my camera image like that:



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.
I use a simple call like:



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:



I hope someone here has seen that problem before. Is there any way of "clamping" both values together since in the Shader I can only clamp the actual rendered fragment somehow. :-(
By the way: it works perfectly fine on my old Galaxy S1 and on the S2 as well.

Thank you for your help,

Tobias
11 years ago