GL_ARB_texture_env_combine MBX limitation ?

Hi!

I am experiencing difficulties when using combiners GL_INTERPOLATE with OpenGL ES 1.1 / MBX hardware, while same code works fine on a regular OpenGL/x86 hardware.

When I used the emulation x86/Linux layer from the PowerVR SDK, it says:
“OGLESPCViewer: WARNING GLES implemenation has limited support for GL_INTERPOLATE, which OGLESPCViewer will fail to represent.”
(Emulation and real native execution of this code fails to represent the same way in fact)

I can’t find any explanation about such limitation in the avalaible documentation.

Please, could you precise me what are the limitations in the OpenGLES/MBX implementation for this extension?

(My code doesn’t use enhanced behaviour authorized by the crossbar extension)

Thanks!

Sample code follows:


glColor4f(texture_back_color.r,
    texture_back_color.g,
    texture_back_color.b,
    texture_back_color.a);

// TEX UNIT 0
// Simple Modulation
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_id_back);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexCoordPointer(2, GL_FLOAT, 0, texture_coordinates); 

// TEX UNIT 1
// Texture combiner : INTERPOLATE (RGB & ALPHA)
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_id_front);
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texture_coordinates);

glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);

// RGB : interpolate -> s0 * s2 + s1 * (1 - s2)
// -> texture_front_color * texture_front + texture_back * (1 - texture_front)
// Source 0
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, texture_front_color);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_CONSTANT);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
// Source 1
glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PREVIOUS);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
// Source 2
glTexEnvf(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);

// Alpha : interpolate
// interpolate -> s0 * s2 + s1 * (1 - s2)
// -> texture_front_color.a * texture_front.a + (texture_back * texture_back_color).a *
//    (1 - texture_front.a)
// Source 0
glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_CONSTANT);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
// Source 1
glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_PREVIOUS);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
// Source 2
glTexEnvf(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);




Could you give us more details on how the results are different, and what platform you are targeting? I’m not aware of any reason the above code should fail.

I have resolved my problem, let me explain what happened :
The initial code was different from the sample code I have posted here, it was using GL_TEXTURE1 for Source alpha & color for interpolation not GL_TEXTURE as I wrote, I changed it while I was searching a solution ( when I suspected the crossbar extension ).

My first platform was on  x86/OpenGL2.0, all the things looks right.
Then I tried it on the target platform, an i.MX31/MBX OpenGLES 1.1. When I first tested my code directly on i.MX31/MBX the code fails to represent correctly (it seems like alpha values wasn’t treated correctly: all was opaque) due to GL_TEXTURE1 in fact.

After that, I tried it through the PowerVR SDK Emulation Layer on x86/Linux and it warns about a “GLES limitation support for GL_INTERPOLATE”. So I tried to find the reasons for this and I replaced GL_TEXTURE1 by GL_TEXTURE as it was the same thing for texture unit 1… But the Emulation layer always fails to represent it and always claims about this limitation, so I did not retried it on i.MX and I thought there was a limitation for GLES as the ‘OGLESPCViewer’ says…

So the ‘OGLESPCViewer’ warning message confused me, because it says that “WARNING GLES implemenation has limited support for GL_INTERPOLATE” even without using GL_TEXTURE1…


Thanks for your support.




Glad to hear you solved the problem.





It’s always a good idea to check glGetError when you get unexpected results, it helps especially with those hard-to-spot invalid enums.