Reputation:
I'm making a multi-platform Game Engine (Open source in the future), and I was making a game based on it. When testing on a Samsung Galaxy S2 (I9100B), it runs perfectly, but when I tried to run on my other phone (Samsung Galaxy S) the things get messy.
Here is a screenshot when running on Galaxy S2:
And here is when I run on the Galaxy S:
I managed to reduce the number of triangles in the scene too, but even with 50 triangles on the screen I got the same problem. Disabling the lighting reduces the problem, but does not eliminate it. I thought that was a memory problem on my phone, so I tried on another Galaxy S, but the same problem occurs.
Does someone know where I can start looking? The automatic GC is not frequent (about 2 times per 5 seconds).
Samsung Galaxy S2: Android Version 2.3.4 Kernel: 2.6.35.7-I9100UHKI2-CL553601 se.infra@SEI-07 #2
Samsung Galaxy S: Android Version 2.3.3 Kernek: 2.6.35.7-I9000BVJJW4-CL240848 pescio@bldhp-4 #28
Fragment Shader Code: precision mediump float;
uniform sampler2D uSampler;
uniform float uIsPoint;
uniform float uEnableLight;
uniform float uDisableTexture;
varying vec4 vColor;
varying vec2 vTextureCoord;
varying vec4 vPosition;
uniform vec3 uPointLightingColor;
varying vec3 vColorWeight;
void main(){
if(uIsPoint >= 2.0) {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}else{
vec4 calcColor;
if(uEnableLight >= 2.0)
calcColor = vec4(vColor.rgb * vColorWeight, vColor.a);
else
calcColor = vColor;
vec4 texColor = vec4(1.0,1.0,1.0,1.0);
if(uDisableTexture < 2.0)
texColor = texture2D(uSampler, vTextureCoord);
gl_FragColor = vec4(texColor.rgb * calcColor.rgb, texColor.a*calcColor.a);
}
}
Vertex Shader Code:
//Atributos
uniform mat4 uMVMatrix; //Model/View Matrix
uniform mat4 uPMatrix; //Model/View/Projection Matrix
uniform mat3 uNMatrix; //Normal Matrix
attribute vec3 aVertexPosition;
attribute vec4 aVertexColor;
attribute vec2 aTextureCoord;
attribute vec3 aNormal;
varying vec4 vColor;
varying vec2 vTextureCoord;
varying vec3 vNormal;
varying vec4 vPosition;
//Lighting
uniform vec3 uAmbientColor;
uniform vec3 uLightDir;
uniform vec3 uLightColor;
uniform vec3 uSpecLightColor;
uniform float uShine;
varying vec3 vColorWeight;
void main(){
//Lighting
vec3 normal = normalize(uNMatrix * aNormal);
vec3 lightNorm = normalize(uLightDir);
float lightWeight = max(dot(aNormal,lightNorm),0.0);
vec3 halfVec = normalize(uLightDir - gl_Position.xyz);
float specWeight = pow(max(dot(normal,halfVec),0.0),uShine);
vColorWeight = uAmbientColor + (lightWeight * uLightColor) + (uSpecLightColor*specWeight);
//Others
vNormal = uNMatrix * aNormal;
vPosition = uMVMatrix * vec4(aVertexPosition,1.0);
gl_Position = uPMatrix * vPosition;
vColor = aVertexColor;
gl_PointSize = 2.0;
vTextureCoord = aTextureCoord;
}
Upvotes: 0
Views: 569
Reputation: 1409
This looks like a vertex ordering issue. The Galaxy S probably has back face culling turned on by default, so it will remove all triangles that do not face the viewer.
Which triangles are front-facing can be determined with glFrontFace()
You should try both clockwise and counter-clockwise to see if the culled and non-culled triangles switch places. If they do, you must either turn off back-face culling or make sure the vertex order is the same for all triangles.
Upvotes: 0
Reputation: 1214
Try increasing your depth buffer precision.
http://www.opengl.org/wiki/Depth_Buffer_Precision
Upvotes: 1