Hi all!
Ive been trying to make a 2.5D engine with depth and normal map textures for a few weeks now and after thinking the drawing of a depth map in the fragment shader from a texture was impossible due to ES 2.0 missing the gl_fragDepth variable I found a tutorial for iOS where they used glBlendEquation with the mode GL_MIN/GL_MAX to "fake" depth buffering of the fragment to a framebuffer-texture. Unfortunely glBlendEquation makes the application crash on both my phones (SGS 1/2) with UnsupportedOperationException. So Im wondering if anyone has used this function to any success? GL_MIN/GL_MAX also seems to be missing from the Android Opengl ES 2.0 spec so Im probably out of luck here...
BTW It does seem to work in GL11Ext but since Im using the fragment shader for normal mapping this wont work from me.
Ive been trying to make a 2.5D engine with depth and normal map textures for a few weeks now and after thinking the drawing of a depth map in the fragment shader from a texture was impossible due to ES 2.0 missing the gl_fragDepth variable I found a tutorial for iOS where they used glBlendEquation with the mode GL_MIN/GL_MAX to "fake" depth buffering of the fragment to a framebuffer-texture. Unfortunely glBlendEquation makes the application crash on both my phones (SGS 1/2) with UnsupportedOperationException. So Im wondering if anyone has used this function to any success? GL_MIN/GL_MAX also seems to be missing from the Android Opengl ES 2.0 spec so Im probably out of luck here...
BTW It does seem to work in GL11Ext but since Im using the fragment shader for normal mapping this wont work from me.