Hey everyone,

I'm porting an OpenGL app from the iPhone to Android, and I need to
render OpenGL content to a texture. Since framebuffers are not
available in OpenGL 1.0 and the DROID is the only Android phone to
support the framebuffer extension, I'm trying to draw using OpenGL and
then copy the result into a texture using glCopyTexImage2D. However,
my initial findings are not good:

1. glCopyTexImage2D works in the Android emulator (OS v. 1.5), but
only with GL10.GL_RGB, not GL_RGBA. If you try to copy the alpha data
from the scene into the texture, you just get a completely white
texture.

2. glCopyTexImage2D doesn't seem to work _at all_ on the Android G1.
It does not throw an UnsupportedOperationException but after calling
it, the texture is completely white.

Has anyone successfully used glCopyTexImage2D on an actual device? If
so, could you please post a bit of the code you're using? I suspect it
works only with specific settings, if at all. Right now, I'm calling
it like this:

gl.glCopyTexImage2D(GL10.GL_TEXTURE_2D, 0, GL11.GL_RGBA, 0,0, 256,
256, 0);

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