Forums - bug using non power of two GL_ALPHA textures (OpenGL ES 1.1)

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bug using non power of two GL_ALPHA textures (OpenGL ES 1.1)
Ernest
Join Date: 2 Jun 10
Posts: 3
Posted: Tue, 2012-07-24 03:12

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

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febingeorge
Join Date: 5 Sep 12
Posts: 3
Posted: Wed, 2012-09-05 22:43

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";

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