I'm drawing 5 rectangles with OpenGL. They are texture mapped, and
use the following parameters/binding:
...
gl.glTexParameterf(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_WRAP_S,
GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterf(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_WRAP_T,
GL10.GL_CLAMP_TO_EDGE);
gl.glBindTexture(GL10.GL_TEXTURE_2D,
textures[textureid]);
...
I then draw them like this:
...
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, smallTexBuffer);
gl.glDrawElements(GL10.GL_TRIANGLE_FAN, VERTS,
GL10.GL_UNSIGNED_SHORT,
mIndexBuffer);
...
When I start the activity, the shapes all flash as if the textures
were supposed to wrap (ie, i see more than one texture per shape),
then the screen quickly corrects itself.
Is there some manual buffering I'm supposed to do while the textures
get mapped and unwrapped?
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