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I have a problem where the fog works like intended on a desktop program (PC) using OpenGL but the same fog doesn't work like it should on an Android device (using OpenGL ES).

The code is a exact duplicate, it looks like this:

// OpenGL ES Init gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); float fogColor[] = {0.5, 0.5, 0.5, 1.0}; // Fog color to mFogBuffer... gl.glEnable(GL10.GL_FOG); gl.glFogfv(GL10.GL_FOG_COLOR, mFogBuffer); gl.glFogf(GL10.GL_FOG_DENSITY, 0.04f); // OpenGL Init glClearColor(0.5, 0.5, 0.5, 1.0); float fogColor[] = {0.5, 0.5, 0.5, 1.0}; glEnable(GL_FOG); glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, 0.04f); 

But I can't get the OpenGL fog work exactly the same on my Android device. I have tested glShadeModel()'s attributes and so on.

The area that should fog is totally white and it is a basic quad (built by triangles). I have done some gluLookAt() transformations, but it shouldn't affect this fog.

Any ideas?

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1 Answer 1

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Try glHint(GL_FOG_HINT, GL_NICEST).

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