Works for me on my HTC Hero - I too could only use RGB and not RGBA.
Emulator flips the textures upside down though...

Does anyone else have more information regarding other phones?  I have
an app on the app store that uses this method and I am suspecting that
it does not work for all current phones.  I get really useful comments
like 'Does not work on Tattoo - nuff said'...

Not sure if the forum rules prevent me from mentioning my app so PM me
if you'd like to help out and test - I'd definitely appreciate it very
much and would be willing to help you out in return regarding OpenGL
development questions...

On Nov 21, 4:45 pm, Ben Gotow <[email protected]> wrote:
> Hey everyone,
>
> I'm porting anOpenGLapp from the iPhone to Android, and I need to
> renderOpenGLcontent to a texture. Since framebuffers are not
> available inOpenGL1.0 and the DROID is the only Android phone to
> support the framebuffer extension, I'm trying to draw usingOpenGLand
> 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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