Hello all, If I set the texture before hand, the texture loads correctly. For that I used the following code I found in one of the open gl es samples (TriangleRenderer). ... InputStream is = mContext.getResources().openRawResource(mTexture); Bitmap bitmap = BitmapFactory.decodeResource(mContext.getResources (),mTexture); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); ...
BUT, I want to be able to apply different textures to different models. My problem is that I'm trying to load a texture to map to my model, but the texture is coming out in a shade of blue. It looks almost like i'm looking at my object through a blue tinted window. I'm not sure why this is the case. Here is my code for loading the texture: protected static int loadTexture(GL10 gl, Bitmap bmp) { ByteBuffer bb = ByteBuffer.allocateDirect(bmp.getHeight() *bmp.getWidth()*4); bb.order(ByteOrder.nativeOrder()); IntBuffer ib = bb.asIntBuffer(); for (int y=0;y<bmp.getHeight();y++) { for (int x=0;x<bmp.getWidth();x++) { ib.put(bmp.getPixel(x, y)); } } ib.position(0); bb.position(0); int[] tmp_tex = new int[1]; gl.glGenTextures(1, tmp_tex, 0); int tx = tmp_tex[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, tx); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, bmp.getWidth(), bmp.getHeight(), 0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, bb); return tx; } I call it with simply: int tex = loadTexture(gl, BitmapFactory.decodeResource (mContext.getResources(), texture)); where texture is the id for my texture file; help! thanks. --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---