Emulator ZBUFFER problem

Tutorials concerning the OpenGL® ES cross-platform API for full-function 2D and 3D graphics on the Google-Android platform.

Emulator ZBUFFER problem

Postby SkyNet800 » Fri Mar 27, 2009 9:52 am

Hi.

I`m developing an OPENGL-ES application.

When I create a simple texturized 3D cube, it looks perfect, but when I create a complex texturized scene (a car over a scenary), the emulator shows painting problems.

Some polygons are painted like if normals were wrong, but HTC G1 shows the scene perfect without any problem. You can see this problem at attached images.

I´ve seen that painting order affects directly to this problem. I meen that if I call DRAWELEMENTS to paint car and then I call DRAWELEMENTS again to paint scenery, the emulator shows scenery OVER the car, and if I change DRAWELEMENTS order, then the car is shown over the scenery, but this only happends it the emulator, HTC works perfect in both cases. :shock:

I think this is the same problem that causes that the car is painted wrong itself, painting some black triangles.

¿Does anybody know if there is a problem with OPENGLES ZBUFFER and android emulator?

Thanks.
Attachments
Imagen037.png
Imagen037.png (527.82 KiB) Viewed 1321 times
Imagen036.png
Imagen036.png (170.33 KiB) Viewed 1323 times
Last edited by SkyNet800 on Fri Mar 27, 2009 10:18 am, edited 2 times in total.
SkyNet800
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Postby SkyNet800 » Tue Apr 14, 2009 10:04 am

Ok...

I´ve seen that if I disable GL_DEPTH_TEST, i can see both images (emulator and G1) with same error.

Then, I think that the EMULATOR IGNORES "gl.glEnable(GL10.GL_DEPTH_TEST);" call.
SkyNet800
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Postby SkyNet800 » Thu Apr 30, 2009 10:04 am

Hello again! ;D

I´ve installed SDK 1.5, and after some adaptations, I´ve seen that THIS BUG HAS BEEN SOLVED!!!!!
SkyNet800
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