Pretty much the rule with 3D stuff is that you always use power-of-2
size textures.  Many times the texture won't be filled all the way
with usable stuff (lots of black area) but that doesn't matter because
you only really care about the areas within the UV maps anyway.

On Dec 4, 8:39 pm, "Dianne Hackborn" <[EMAIL PROTECTED]> wrote:
> I believe the G1 hardware does not support non-power-of-2 textures.
>
>
>
> On Thu, Dec 4, 2008 at 8:48 AM, Guian <[EMAIL PROTECTED]> wrote:
>
> > in the OpenGL android API  (android.opengl.GLUtils.texImage2D() )
> > (http://code.google.com/android/reference/android/opengl/GLUtils.html
> > )
> >  we can read=>
>
> > "Whether or not bitmap can have non power of two dimensions depends
> > on
> > the current OpenGL context."
>
> > I load my OpenGL context using :
> > mEglContext = mEgl.eglCreateContext(mEglDisplay,
> > mEglConfig,EGL10.EGL_NO_CONTEXT, null);
>
> > do you know what do I have to do in order to load non power of two
> > dimensions bitmap?
>
> --
> Dianne Hackborn
> Android framework engineer
> [EMAIL PROTECTED]
>
> Note: please don't send private questions to me, as I don't have time to
> provide private support.  All such questions should be posted on public
> forums, where I and others can see and answer them.
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