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  • Note: This was originally posted on 21st March 2013 at http://forums.arm.com

    Hey Pete thanks for responding to my question.  Actually I accidently sumbitted two posts on this forum, one this one and the other with the same title and question but also with parts and pieces of what I thought was relevant code that involved loading textures using ETC1. Feel free to have a look at what I posted in that other post with code and see if you could figure something out.   I have several times tried debugging my code line by line and trying to follow what Logcat was telling me.  I have double checked all my code, from the shaders to the rendering code but to no avail.  As far as moving to  openGL ES 3.0, there is in my android game that I plan on using and that is a water environment.  From what I hear, if you want to incorporate translucent water effects you should switch to ES 3.0 rather than ES 2.0 as ES 2.0 doesn't really support much the alpha channel at least if you're planning on using ETC1 (the most common Android texture format). 


    Hi Irfan,

    I don't think it will make any difference moving to OpenGL ES 3.0 unless you *need* to use ETC2 since OpenGL ES 2.0 only supports ETC1.

    I suspect the problem must be in the texture loader code, not recognizing the output file from the Mali Texture Compression Tool.

    Can you tell us more about what engine or library code you are calling to load the textures? If I were investigating this I would try and debug the code to step through and find where the error message is generated, and which test is performed just before the error message is reported - this should narrow down which part of the file format the loader thinks is wrong.

    HTH, Pete
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  • Note: This was originally posted on 21st March 2013 at http://forums.arm.com

    Hey Pete thanks for responding to my question.  Actually I accidently sumbitted two posts on this forum, one this one and the other with the same title and question but also with parts and pieces of what I thought was relevant code that involved loading textures using ETC1. Feel free to have a look at what I posted in that other post with code and see if you could figure something out.   I have several times tried debugging my code line by line and trying to follow what Logcat was telling me.  I have double checked all my code, from the shaders to the rendering code but to no avail.  As far as moving to  openGL ES 3.0, there is in my android game that I plan on using and that is a water environment.  From what I hear, if you want to incorporate translucent water effects you should switch to ES 3.0 rather than ES 2.0 as ES 2.0 doesn't really support much the alpha channel at least if you're planning on using ETC1 (the most common Android texture format). 


    Hi Irfan,

    I don't think it will make any difference moving to OpenGL ES 3.0 unless you *need* to use ETC2 since OpenGL ES 2.0 only supports ETC1.

    I suspect the problem must be in the texture loader code, not recognizing the output file from the Mali Texture Compression Tool.

    Can you tell us more about what engine or library code you are calling to load the textures? If I were investigating this I would try and debug the code to step through and find where the error message is generated, and which test is performed just before the error message is reported - this should narrow down which part of the file format the loader thinks is wrong.

    HTH, Pete
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