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?
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