Have you tried copying it to a power of 2 texture instead of the viewport dimensions? I'd test with 512x256 and see if that works.
On Apr 16, 10:22 pm, Andres Colubri <[email protected]> wrote: > Any updates on this one? I have been trying to copy the contents of the > back buffer into an opengl texture, but without success. I'm using the > same method mentioned in the first post of this thread: > > gl.glCopyTexImage2D(GL10.GL_TEXTURE_2D, 0, GL11.GL_RGB, 0,0, w, h, 0); > > where w and h are the current width and height of the screen, > respectively. This works fine on the emulator, but it returns garbage > back into the texture on the actual device. > The phone is a Nexus One. > > On Dec 11 2009, 11:56 pm, scott19_68 <[email protected]> wrote: > > 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 usingglCopyTexImage2D. However, > > > my initial findings are not good: > > > > > 1.glCopyTexImage2Dworks 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.glCopyTexImage2Ddoesn'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 usedglCopyTexImage2Don 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); > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to [email protected] > To unsubscribe from this group, send email to > [email protected] > For more options, visit this group > athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

