Questions/issues with the 2.06.26.0649 SDK

I have installed the latest 2.06.26.0649 SDK for Windows PC.





FSAA Problem





In my application I have been using FSAA successfully in the previous version, but for some reason this FSAA is not working in the latest version. Perhaps I’m doing something dumb.





I have set EGL_SAMPLE_BUFFERS = 1 and EGL_SAMPLES = 4. I also tried EGL_SAMPLES at 1 and 2 as well, but no luck. The following is also enabled:





glEnable(GL_BLEND);


glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);


glEnable(GL_POINT_SMOOTH);


glEnable(GL_LINE_SMOOTH);


glEnable(GL_MULTISAMPLE);








This worked fine in the 2.05.25.0804 SDK, but not in the 2.06.26.0649 release.








Texture Combiner: Interpolation + Lighting Colour





I’m having trouble interpolating two textures and then applying the final lighting colour on the combined result. So far i have something like this:





//Modulate texture 0 with lighting colour


glActiveTexture(GL_TEXTURE0);


glBindTexture(GL_TEXTURE_2D, TexID0);





glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);


glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);


glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);


glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);


glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);


glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);





//Interpolate texture 1 with texture 0


glActiveTexture(GL_TEXTURE1);


glBindTexture(GL_TEXTURE_2D, TexID1);





glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);


glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);


glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);


glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);


glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_TEXTURE);


glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);


glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);


glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_ONE_MINUS_SRC_ALPHA);





glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);


glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);


glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE);


glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_TEXTURE);


glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);


glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);


glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_ONE_MINUS_SRC_ALPHA);





//Blend result into the scene


glEnable(GL_BLEND);


glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);





The trouble is, the lighting is only applied on the first texture, but not on the second one. I suspect i need to do that on a third texture unit. How do i go about that?








Texture Combiner: GL_OES_texture_env_crossbar





Final question, could someone explain how I can use texture crossbars in ES 1.1? Perhaps an example would be helpful.





Am i correct to assume that GL_TEXTURE0 and GL_TEXTURE1 can be used directly in glTexEnvi() functions? For example:





glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE0);


glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_TEXTURE1);


…etc





- i have actually tried that, but I’m getting GLenum errors.








Feedback would be appreciated.Tachikoma2010-03-28 15:53:25

Tachikoma wrote:
Final question, could someone explain how I can use texture crossbars in ES 1.1? Perhaps an example would be helpful.



Am i correct to assume that GL_TEXTURE0 and GL_TEXTURE1 can be used directly in glTexEnvi() functions? For example:



glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE0);

glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_TEXTURE1);

..etc



- i have actually tried that, but I'm getting GLenum errors.

This should work, assuming you are using an SGX profile in PVRVFrame. POWERVR MBX does not support this extension. We'll have a look into why this doesn't work.



Quote:
The trouble is, the lighting is only applied on the first texture, but not on the second one. I suspect i need to do that on a third texture unit. How do i go about that?

With texenv crossbar working, you can interpolate using texenv 0, then apply lighting in texenv 1:

Code:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, TexID0);
glEnable(GL_TEXTURE_2D);

glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_ONE_MINUS_SRC_ALPHA);

glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, TexID1);
glEnable(GL_TEXTURE_2D);

glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);

glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);



If texenv crossbar is not available, you have to use a third texture unit. This is not possible on POWERVR MBX based devices. Note that you have to bind a texture to texture unit 2 even though it is not used.

Code:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, TexID0);
glEnable(GL_TEXTURE_2D);

glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, TexID1);
glEnable(GL_TEXTURE_2D);

glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_ONE_MINUS_SRC_ALPHA);

glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, TexID1);
glEnable(GL_TEXTURE_2D);

glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);

glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);





FSAA Problem:

We have some reports that on some configurations FSAA stoped to work so we are looking to that and hope to fix it soon.

Ah excellent! Thanks for the feedback, they proved to be useful!