Original Post
I'm trying to emulate distance attenuation in OpenGL ES 2.0 for GL_POINTS. So far, I have gotten to section 3.3 of this document on the OpenGL ES 1.1 implementation:
http://www.khronos.org/registry/gles/specs/1.1/es_full_spec_1.1.12.pdf
It says that attenuation is does by clamping the attenuation factor by the implementation's clamp and the user's clamp. Also, distance is the distance the point is from the camera. I have that setup, but I'm not completely sure how to find what a, b, and c represent. I was told they are attenuation factors, which makes sense, then I was also told that a = 1.0f, b = 0.0f, and c = 0.0f which would make the bottom part of the attenuation factor zero by default. This is not correct.
Does anyone have any advise on how to emulate this? Screen-aligned points are not helping me when my particle emitters are being transformed in 3D perspective.
http://www.khronos.org/registry/gles/specs/1.1/es_full_spec_1.1.12.pdf
It says that attenuation is does by clamping the attenuation factor by the implementation's clamp and the user's clamp. Also, distance is the distance the point is from the camera. I have that setup, but I'm not completely sure how to find what a, b, and c represent. I was told they are attenuation factors, which makes sense, then I was also told that a = 1.0f, b = 0.0f, and c = 0.0f which would make the bottom part of the attenuation factor zero by default. This is not correct.
Does anyone have any advise on how to emulate this? Screen-aligned points are not helping me when my particle emitters are being transformed in 3D perspective.
