I don't think your bind texture call is correct see *bold* below:

*"The texture object uses the GL_TEXTURE_EXTERNAL_OES texture target, which 
is defined by the 
GL_OES_EGL_image_external<http://www.khronos.org/registry/gles/extensions/OES/OES_EGL_image_external.txt>OpenGL
 ES extension. This limits how the texture may be used. Each time the 
texture is bound it must be bound to the GL_TEXTURE_EXTERNAL_OES target 
rather than the GL_TEXTURE_2D target. Additionally, any OpenGL ES 2.0 
shader that samples from the texture must declare its use of this extension 
using, for example, an "#extension GL_OES_EGL_image_external : require" 
directive. Such shaders must also access the texture using the 
samplerExternalOES GLSL sampler type."*
*
*
*From:
*http://developer.android.com/reference/android/graphics/SurfaceTexture.html


On Tuesday, December 4, 2012 3:13:06 PM UTC, bob wrote:
>
> I fiddled with a bunch of approaches for binding.  The current code looks 
> like this:
>
> int[] textures = new int[1];
> GLES20.glGenTextures(1, textures, 0);
> mTextureID = textures[0];
> GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
>
> GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
>                 GLES20.GL_NEAREST);
> GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
>                 GLES20.GL_TEXTURE_MAG_FILTER,
>                 GLES20.GL_LINEAR);
> GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
>                 GLES20.GL_REPEAT);
> GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
>                 GLES20.GL_REPEAT);
>
> Statics.st = new SurfaceTexture(textures[0]);
>
>
>
> On Tuesday, December 4, 2012 3:08:16 AM UTC-6, Fabien R wrote:
>>
>> On 03/12/2012 17:50, bob wrote: 
>> >   
>> > 
>> > I actually tried calling it in onDrawFrame, and that yields a slightly 
>> > different error: 
>> > 
>> > 
>> > 12-03 10:47:23.282: E/SurfaceTexture(2753): [unnamed-2753-0] 
>> > updateTexImage: error binding external texture image 0x9046042f (slot 
>> 5): 
>> > 0x502 
>> >   
>> How did you bind your texture ? 
>> - 
>> Fabien 
>>
>

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