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); -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en