It's usually either NPOT or not handling texture IDs and bindings
correctly :)

I've seen code where people made their own texture IDs incrementally
as they didn't know to use glGenTextures - and it works on many
drivers but certainly breaks on some.

On Mar 17, 2:25 pm, String <[email protected]> wrote:
> Looking at your code, it appears that the source image is in res/raw, which
> is a good practice for textures. It should insure that they don't prescale.
>
> Nonetheless, Robert's advice is good: debug into it and check the actual
> dimensions. In my experience, non-power-of-two dimensions is almost always
> the reason behind the dreaded "white box".
>
> String

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