[android-developers] Re: OpenGL textures fail to load, white image

2011-02-13 Thread Nightwolf
Have you looked at logcat? Are there any suspicious messages? Probably there's a problem with freeing bitmaps and you run out of memory. On Feb 14, 5:21 am, peter petero...@gmail.com wrote: Greetings, I've been having an interesting problem with a game I'm developing. The game is being built

[android-developers] Re: opengl textures

2011-02-07 Thread Robert Green
If not mipmapping, you can do rectangular powers of two (512x256, 1024x512) but if using mips, you need to keep it square (256x256, 512x512). Some devices can do non power of two, but a good rule of thumb is to always use it. If you have some reason not to, you can check the extensions for the

[android-developers] Re: opengl textures

2011-02-07 Thread Peter Eastman
Non-power-of-2 textures became a standard feature in OpenGL ES 2.0, so if you're using that, you can rely on them being supported. Peter -- 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] Re: OpenGL Textures

2010-02-17 Thread joshbeck
I meant to state I'm 'also' looking for suggestions on a good book on JOGL as a general study guide. On Feb 17, 2:35 pm, joshbeck josh.beck2...@gmail.com wrote: Hello All, I'm learning OpenGL on my own atm and I have a question about texturing a surface: I can create a simple polygon like

[android-developers] Re: OpenGL Textures

2010-02-17 Thread joshbeck
I'm going to answer my question here: http://insanitydesign.com/wp/projects/nehe-android-ports/ Excellent resource for Android OpenGL On Feb 17, 2:36 pm, joshbeck josh.beck2...@gmail.com wrote:  I meant to state I'm 'also' looking for suggestions on a good book on JOGL as a general study

[android-developers] Re: OpenGL Textures

2010-02-17 Thread Robert Green
Create texture geometry - 1 2D coordinate per vertex, so for your 4 verts, you could use this: float texLeft = 0f; float texTop = 0f; float texRight = 1.0f; float texBottom = 1.0f; float texArray[] = { texLeft, texTop, texLeft, texBottom , texRight, texBottom, texRight, texTop}; put texArray into