Okay. Well, I guess it is the opposite of how my 3d modeling program, Cheetah3d, does them.
I thought it was standardized. On Monday, January 14, 2013 9:04:41 AM UTC-6, RichardC wrote: > > It's the way OpenGL maps texture co-ordinates, ie it's working correctly. > > On Monday, January 14, 2013 2:59:45 PM UTC, bob wrote: > >> Has anyone else noticed that GLUtils.texImage2D seems to want the image >> to be upside down? >> >> GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); >> >> One way to see this is to look at Cosmin Banu's NeHe code here: >> >> >> >> http://code.google.com/p/nehe-android/source/browse/trunk/NeHe06/src/ro/brite/android/nehe06/Utils.java >> >> He has this in there: >> >> private static Matrix yFlipMatrix; >> >> static >> { >> yFlipMatrix = new Matrix(); >> yFlipMatrix.postScale(1, -1); // flip Y axis >> } >> >> And this: >> >> return Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), >> bitmap.getHeight(), yFlipMatrix, false); >> >> >> I have independently noticed this, and it caused a lot of frustration. >> >> Any ideas how to best solve this? Obviously, if we "just fix it", it >> will break a lot of old code that relies on its currently incorrect >> behavior. >> >> -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

