I finally got glCopyTexImage2D t work, using a power-of-two texture as
you suggested, and GL_RGB as internal format passed to glCopyTexImage2D
(the internal format of the texture is GL_RGBA).
glCopyTexSubImage2D doesn't seem to work though. As far as I understand
from reading the OpenGL ES documentation, this call:
glCopyTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
should be equivalent to:
glCopyTexImage2D(GL10.GL_TEXTURE_2D, 0, GL11.GL_RGB, 0,0, w, h, 0)
if the internal format of the bound texture is RGB. Am I correct?
Thanks for the feedback.
Robert Green wrote:
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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