Hi All,
We have a problem using a production HTC Desire S Android device. In order to enhance the rendering of some ground textures we verify that GL_EXT_texture_filter_anisotropic is supported so , in this device it is.
However, if we use this extension all our textures appear completely mess up.
Any ideas on this problem ?
Thanks.
Could you explain a bit more about how the textures are messed up - any screen shots? Also can you show how you are setting the texture parameters (GL_TEXTURE_2D) (including GL_TEXTURE_MAX_ANISOTROPY_EXT)?
Sure.
The textures appear flickering between black and white.
if (IsExtensionSupported("GL_EXT_texture_filter_anisotropic") == true) {
GLfloat maxAniso;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAniso);
CHECK_ERROR;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
CHECK_ERROR;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
CHECK_ERROR;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_s);
CHECK_ERROR;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_t);
CHECK_ERROR;
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
CHECK_ERROR;
Thanks.
It would be helpful to see a screenshot, better understand the glTexParameters values that are being set, and understand the geometry and uv coordinates that are used. Also is the flickering caused by a change in the geometry, camera position, uv values or something else.
thanks