The original lab and teleportation sequences edit As heard in the dialogue files found in the playable Half-Life 2 leak sound files, the lab sequence at the start of Half-Life 2 was originally to be. The weird thing is that all my devices, including the failing ones, report GL_OES_texture_half_float and GL_EXT_color_buffer_half_float. The Half-Life 2: Deathmatch map Steam Lab draws some inspiration from both Kleiner's Lab and Black Mesa East, and includes a teleport as well. Note that on some devices (Nexus 5), the above works only when I use ' GL_RGB' instead of ' GL_RGB16F_EXT' as the internal format, on some (Nexus 6/7) it works only with GL_RGB16F_EXT, on some it works with both (Nexus 9) and on some it doesn't work with either (Nexus 4).
The texture was created with GL_NEAREST minify and magnify mode. GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,įor type=GL_HALF_FLOAT_OES, this works on some devices, but gives a GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT status on others. GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGB, width, height, 0, The texture and framebuffer are created like this: final int GL_RGB16F_EXT = 0x881B Using GLES 2.0 on Android, I am trying to render to a framebuffer backed by a texture.