What exactly are your problems?  Are you getting any opengl error
codes?  When I was having problems, I was logging the dimensions of
each bitmap I was attempting to load, along with a call to gl getError
or whatever that method is that checks for errors after calling a gl
function.  What is your GL Config?  Are you using GLSurfaceView or are
you configuring GL yourself?

BTW Borsty, the Adreno graphics apps probably used ATITC compressed
textures which won't work on a PowerVR chip (Droid/Milestone).  That's
why you saw the checkerboard.

On Dec 16, 3:29 pm, fwank <[email protected]> wrote:
> Hello,
>
> I am having problems with OpenGL textures being displayed on the Acer
> Liquid and Moto Milestone. My app does a lot of OpenGL rendering on
> top of a camera view and runs just fine on most other phones including
> the Motorola DROID (very similar to the Milestone).
>
> I make heavy use of VBOs although I'm worried that it may be a GL
> surface view configuration issue. (BTW I cant find a good tutorial or
> documentation for selecting an appropriate graphics configuration on
> Android).
>
> Can anyone point me in the right direction?
>
> Thanks...

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