I'm drawing 5 rectangles with OpenGL. They are texture mapped, and use the following parameters/binding:
... gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[textureid]); ... I then draw them like this: ... gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, smallTexBuffer); gl.glDrawElements(GL10.GL_TRIANGLE_FAN, VERTS, GL10.GL_UNSIGNED_SHORT, mIndexBuffer); ... When I start the activity, the shapes all flash as if the textures were supposed to wrap (ie, i see more than one texture per shape), then the screen quickly corrects itself. Is there some manual buffering I'm supposed to do while the textures get mapped and unwrapped? -- 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