My vote's on the texture power of 2. Did it myself - works in the
emulator sometimes.

On Jul 14, 2:11 pm, Robert Green <rbgrn....@gmail.com> wrote:
> 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 <gian23...@gmail.com> 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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