Hello,
using non power of two GL_ALPHA textures is not accepted by glTexImage2D (gl error GL_INVALID_VALUE) on some Qualcomm SoCs/GL implemetations (e.g. LG P350, Huawei X5, HTC Desire HD, LG500, ZTE Blade) even if non power of two textures are supported (GL_OES_texture_npot),
using OpenGL ES 1.1,
all other tested SoCs/GL implemetations are OK,
Cheers
Hi I have a doubt. I have a fragment shader which gives a negative effect to RGB data. This shaders work in platform which does not use ADRENO. It adds a pink tinge to the proper negative effect. Can you help me out in this?
My fragment shader is as below
static const char gFragmentShader[] =
"#extension GL_OES_EGL_image_external : require \n"
"precision mediump float;\n"
"varying vec2 vTextureCoord;\n"
"uniform samplerExternalOES Ytex;\n"
"void main() {\n"
" vec4 colorIn = texture2D(Ytex, vTextureCoord);\n"
"gl_FragColor.rgb = vec3(1.0,1.0,1.0) - colorIn.rgb;\n"
"gl_FragColor.a = 1.0;\n"
"}\n";