For what it's worth, I started having the identical problem this evening, after changing my app to use API4 instead of API3 (where the glGenTextures() was working fine)
Now I get the exact same list of goofy texture Ids when I use my phone (Droid 2.1), but it's fine in the emulator. At first I thought maybe it was unhappy with an int[] and really was starting to insist on an IntBuffer, but nope... Now, API4 brings GL11 to play, and I am still using all the GL10 constants, and setDebugFlags( DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS ); (which I also turned on this evening) is still giving me some other complaints... so I am going to work through those in the emulator and see if it fixes the glGenTextures() on its own. The emulator is just so painfully slow in GL, it's sort of a drag :-) And I really don't want to have to sift through for positive values.... my code is all clean and neat at the moment and I hate to bend it in that way... - Dan -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en