Last copule of days, I am trying to load a texture image(.bmp) inside
my Augmented Reality (AndAR) application's coding.but every time white
texture come to screen on marker.here is my coding for texture:
package edu.dhbw.andar.pub;
public class CustomObject extends ARObject {
public CustomObject(String name, String patternName,
double markerWidth, double[] markerCenter) {
super(name, patternName, markerWidth, markerCenter);
}
......
.....
int[] textureIDs = new int[5];
private Resources res;
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, verticesBuffer);
gl.glNormalPointer(GL10.GL_FLOAT, 0, normalsBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureCoordsBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 6);
}
public final void draw(GL10 gl) {
super.draw(gl);
.....
.....
gl.glEnable(GL10.GL_TEXTURE_2D);
//Enable vertex buffer
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
//Bind our only previously generated texture in this case
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[0]);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices1.length /
3);
}
@Override
public void init(GL10 gl) {
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glGenTextures(1, textureIDs, 0);
//load the textures into the graphics memory
Bitmap bm = BitmapFactory.decodeResource(res, R.drawable.image);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[0]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bm,0);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_LINEAR);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_LINEAR);
bm.recycle();
}
}
here the object is four square and image will be bind in the four
sqaure object. the coding can compile and install in phone. the four
square draw but with white texture.I also add image.bmp in drawble
folder. but still same result.
please help me to sort out this problem...
Thanks
Rasasll
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