I forgot to say that the textures are all of power of 2. 2011/3/17 Terje Olsen <[email protected]>: > Hello. > > I'm writing a simple game with OpenGL. > > I've been using the emulator to test it up until now, and it has > worked fine there. Today I deployed it to my phone, and some parts of > the rendering was not working. > > I load textures with the following settings. > > gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, > GL10.GL_NEAREST); > gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, > GL10.GL_LINEAR); > > > gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, > GL10.GL_REPEAT); > gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, > GL10.GL_REPEAT); > > GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); > > Now, rectangles textures with a 1:1 size works on the phone. (A > rectangle of dimension 16*16 with a texture of dimension 16*16 for > example). > > However, my background, which utilizes the GL_REPEAT parameter to > texture a a larger surface does not work. Neither does a background > overlay which is essentially a vertex array of ~2000 vertices. > Everything's just black. > > Are there any gotcha's I'm missing, or does anyone have an inkling as > to why this is the case? > > Both Emulator and Phone are Android 2.1-Update 1. > > -Terje >
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