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.

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