Hey thanks for the reply :) I figured out that it was on certain builds of android even when you have images that are in the power of two, once you pull them from a stream and pass them by reference some how theres a chance that they will be resized. I went through and made sure that anywhere I was making a copy by reference I used
BitmapFactory.Options ops = new BitmapFactory.Options(); ops.inScaled = false; And this prevents the system from messing with the images. On Thursday, March 1, 2012 10:53:42 PM UTC-8, Yan wrote: > > Well there's an API calls that can easily load several different standard > graphics file formats, for example: > > //Get the texture from the Android resource directory > InputStream is = > context.getResources().openRawResource(R.drawable.onlylowercasefilenameshere); > Bitmap bitmap = null; > try { > //BitmapFactory is an Android graphics utility for images > bitmap = BitmapFactory.decodeStream(is); > > } finally { > //Always clear and close > try { > is.close(); > is = null; > } catch (IOException e) { > } > } > > If you are concerned about people replacing your image files with > something else, then you can make that more difficult by doing some sort of > checksum before using them. Otherwise, if you are concerned with people > getting exact copies of standard image files, I don't know what to tell > you. I wonder if anybody can suggest an efficient solution for that? > > > On Thursday, March 1, 2012 4:34:00 AM UTC-7, Jim Andresakis wrote: >> >> Im using min3d to draw 3d boxes and Im applying textures to them in the >> updateScene method which works great on some devices and on others the >> textures wont load. Ive tried debugging by turning on the >> glflags but I dont see any errors what so ever. Ive done a lot of reading >> and googling the past two days on the matter and it looks like theres no >> real good answer on why opengl would work on one device and not on another. >> >> So far Ive tried making sure the images were in the power of two and that >> wasnt it. >> >> The way that Im accessing the images to use as bitmaps is by pulling >> bitmaps from images that are stored on the devices internal file system. I >> read in one thread some where that instead of decoding a file to make a >> bitmap >> you could turn the file into a stream and then decode that as a bitmap >> and that would work but I havent even tried doing that since I spent most >> of my time trying to debug to find any nullpointers or anything. At first I >> thought I had found some null textures but they were just textures that >> hadnt initialized yet. >> >> So as this is a common problem on android I was hoping others could help >> me out by shedding some light on how they tackled the problem of opengl >> textures not loading on certain devices. >> > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en