Comments (8)
Where do you set the uniforms in the material?
If you set them in the setters it will not work properly. The right way to do this is to store the value in a class variable and then update the uniforms in the useProgram() method.
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Hello Dennis!
Here is the code, can you fix this? If yes, you can update it to your code, this is a simple class for Blending two images on one plane. Like in the old way: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
Calling with shaders:
planematerial=new MultiTextureBlendMaterial(
MultiTextureBlendMaterial.FactorType.GL_SRC_ALPHA,
MultiTextureBlendMaterial.FactorType.GL_ONE);
Thanks,
Leslie (lacroix)
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The problem is that you're setting the uniforms in the setters.
The solution is to create two class variables, mTime and mAlpha:
private float mTime;
private float mAlpha;
Change your setters to:
public void setTime(float time) {
mTime = time;
}
public void setAlpha(float alpha) {
mAlpha = alpha;
}
Now you can set the uniforms in the useProgram() method:
public void useProgram() {
super.useProgram();
GLES20.glUniform1f(mTimeHandle, mTime);
GLES20.glUniform1f(mAlphaHandle, mAlpha);
}
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Thanks I will try that
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so basically every time when a change is happening I need to call useProgram?
planematerial2.setTime(mTime);
planematerial2.setAlpha(lnpAlpha.value());
planematerial2.useProgram();
Leslie
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No, useProgram is already called by RajawaliRenderer. You just need to override it in your material.
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Now it is working (on GS1, GS2), only probleme is:
http://i50.tinypic.com/vol92d.png
it is on Galaxy Tab 10.1v
How can fix this?
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Hi Leslie,
Do you still have this problem? If so, can you send me the source code?
Thanks
Dennis
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