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

