Hey everyone!
I'm working on a game for school and I ran into some problems with
glGenTextures :/
It works perfectly fine on the emulator but after 4 textures it breaks
on my Motorola Milestone.
Here's what I'm doing to setup my texture buffer:
// array with textures
public static final int[] texIds = new int[8];
public static int texIndex = -1;
public static void setupTetureBuffer( GL10 gl ) {
// generate n textures
gl.glGenTextures( texIds.length, texIds, 0 );
texIndex = 0;
// DEBUG
for ( int i = 0; i < texIds.length; i++ ) {
// write to logcat
GameActivity.log( "%d -> %d", i, texIds[i] );
}
// checks for erros
GLView.checkGlState( gl );
}
And I'm using those slots to load my textures (which works nicely)
On the emulator I get this:
0 -> 1
1 -> 2
2 -> 3
3 -> 4
4 -> 5
5 -> 6
6 -> 7
7 -> 8
And all textures can be loaded.
But when I run it on my Milestone I get:
0 -> 100271
1 -> 315638026
2 -> 534244737
3 -> 1505553200
4 -> -1563003837
5 -> -867317458
6 -> -1700480907
7 -> -2028555960
Here only the first 4 work, the other 4 stay white.
Memory shouldn't be the problem (As I'm loading 64x64 pixel RGBA's)
I'm calling the whole setup and loading stuff in onSurfaceCreated
(also tested onSurfaceChanged, no difference)
I would really appreciate some help with this ^^
- borsty
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