All the textures I create from my resource files are fine, but when I create a texture in the following way...
<code> mOverlay = Bitmap.createBitmap((int)mWidth, (int)mHeight, Bitmap.Config.ARGB_4444); mOverlay.eraseColor(0); mOverlayCanvas = new Canvas(mOverlay); ... Canvas c = mOverlayCanvas; c.drawColor(Color.argb(0, 0, 0, 0)); Paint p = new Paint(); p.setColor(Color.RED); c.drawCircle(160, 240, 10, p); ... int[] texture = new int[1]; gl.glGenTextures(1, texture, 0); mOverlayID = texture[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mOverlayID); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, mOverlay, 0); </code> It is drawn in solid white when I draw it with... <code> gl.glActiveTexture(GL10.GL_TEXTURE0); gl.glBindTexture(GL10.GL_TEXTURE_2D, mOverlayID); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mOverlayVB); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mOverlayTB); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 6); </code> All of my textures loaded from files work just fine, with all the same gl.glEnable/Disable settings the same. This one comes out white. Any hints? --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

