BitmapFactory.decodeFile() works, so I guess I'll use that for files
and decodeStream() for images included in my assets.


On Oct 8, 4:08 pm, clark <clarkd...@gmail.com> wrote:
> I'm currently working on a Live Wallpaper that uses OpenGL and ran
> into a problem with decodeStream() always returning null.  I've had no
> problem when working with images in my assets folder, but I am adding
> an option to load an image from the SD card.  I get file information
> from the gallery and turn that into an absolute path, which I have
> verified is correct. Here is the snippet of code which loads the
> image:
>
>                 Texture tex = new Texture();
>                 BitmapFactory.Options opts = new BitmapFactory.Options();
>                 // first lets check the dimensions of the image without 
> loading it
>                 opts.inJustDecodeBounds = true;
>                 BitmapFactory.decodeStream(is, null, opts);
>
>                 tex.mBmpWidth = opts.outWidth;
>                 tex.mBmpHeight = opts.outHeight;
>                 tex.mTexWidth = Utils.nextPowerOf2(opts.outWidth);
>                 tex.mTexHeight = Utils.nextPowerOf2(opts.outHeight);
>
>                 Log.i("LWP", "Image size = (" + tex.mBmpWidth + "," + 
> tex.mBmpHeight
> +
>                                 ")  Texture size = (" + tex.mTexWidth + "," + 
> tex.mTexHeight +
> ")");
>
>                 opts = new BitmapFactory.Options();
>
>         try {
>                 tex.mBitmap = BitmapFactory.decodeStream(is);
>         } catch (OutOfMemoryError e) {
>         }
>
> Texture is just a static class which has the members shown above.  The
> first call to decodeStream() where I get the outWidth and outHeigt
> works but when I try to decode the image to a bitmap it returns null.
>
> I've tried using a BufferedInputStream and still get the same
> results.  I've read several entries on SO and here about this
> returning null but nothing has offered a remedy to this.
>
> Any Ideas?

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