You're binding to texture 0.  That's incorrect - you need to generate
the texture IDs and use those to bind when uploading and drawing.

Beyond that, you should ask:
Is your texture a power of two?  Does the Hero support the texture
crop extension?

On Jul 14, 2:17 pm, Android dev <[email protected]> wrote:
> In my application, I have a NDK native code that uses OpenGL 1.0 to
> apply a texture to a rectangle in order to draw an image on the
> screen. It is working fine on the emulator, but when I test it on the
> HTC HERO android device, it only draws a white rectangle without
> texture. Anybody else had the same problem? Did anybody find a
> solution?
>
> Here is how I initialize openGL in native code:
>         GLint crop[4] = { 0, 144, 176, -144 };
>         glBindTexture(GL_TEXTURE_2D, 0);
>         glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
>         glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
>         glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
>         glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
>         glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
>         glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
>         glEnable(GL_TEXTURE_2D);
>         glColor4f(1,1,1,1);
>
> And here is how I draw the frame in native code:
>         glClear(GL_COLOR_BUFFER_BIT);
>         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB,
> GL_UNSIGNED_BYTE, pixels);
>         glDrawTexiOES(0, 0, 0, w, h);

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