Forums - HTC Desire S GL_EXT_texture_filter_anisotropic problem

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HTC Desire S GL_EXT_texture_filter_anisotropic problem
cor3@ndrive.com
Join Date: 1 Oct 10
Posts: 4
Posted: Thu, 2012-03-15 09:53

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.

 

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Mark_Feldman Moderator
Join Date: 4 Jan 12
Posts: 61
Posted: Thu, 2012-03-15 11:00

 

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)?

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cor3@ndrive.com
Join Date: 1 Oct 10
Posts: 4
Posted: Fri, 2012-03-16 04:40

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.

 

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Mark_Feldman Moderator
Join Date: 4 Jan 12
Posts: 61
Posted: Fri, 2012-03-16 10:29

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

 

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