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On Mon, Aug 16, 2010 at 9:19 AM, Rassall Jubair <[email protected]>wrote:

> 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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