[android-developers] Re: Mapping Multiple textures to a cube in Android OpenGL ES

2010-06-27 Thread chaitanya
Thanks Robert, So in short you are stating that I use a texture atlas approach. The second approach is what I used right now, for every face of the cube construct that side and binding it to the texture which was really inefficient. Well, you have said something about the distortion. I read at

[android-developers] Re: Mapping Multiple textures to a cube in Android OpenGL ES

2010-06-27 Thread Robert Green
Forget about mipmapping for now - that's a different kind of distortion. I'm talking about taking an image that's 100x100 and putting it into a space that's 150x100, then drawing it back out at 100x100. The user will never know that it was stored at a different aspect ratio because so long as

[android-developers] Re: Mapping Multiple textures to a cube in Android OpenGL ES

2010-06-26 Thread Robert Green
No, that's not what cube maps are for. You can only draw 1 texture at a time (unless multitexturing but that's totally different and not what you want) so you have 2 options: 1) Combine all textures together into a single one and map the coordinates to each side accordingly (will run much