Try and generate only one texture id at a time and see what happens.
You never know. From what I am getting, it seems like the texture
you're uploading isn't valid for the context somehow. Unfortunately
OpenGL error checking can be hard since it was meant to be really light
weight. It could be that a previous state has caused a problem that
only shows up when a texture is actually being used.
So far my experience with OpenGL on Android is that the context choosing
is really bad. I would have something that dumps out all the config
attributes for the context that you create and see if something is
fishy. Be 100% sure that your gl and egl calls have all passed. It
sounds like you're using GLSurfaceView and IMHO I wouldn't. I wrote my
own support so that I could have full control and didn't have to rely on
things being bug free. It's also not very portable.
On 6/4/2010 3:35 AM, Samsyn wrote:
and yes, if I regress to api 3, the problem goes away, but apis 4 and
5 both have the problem.
--
Leigh McRae
www.lonedwarfgames.com
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