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);
>
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