In my application, I have a NDK native code that uses OpenGL 1.0 to apply a texture to a rectangle in order to draw an image on the screen. It is working fine on the emulator, but when I test it on the HTC HERO android device, it only draws a white rectangle without texture. Anybody else had the same problem? Did anybody find a solution?
Here is how I initialize openGL in native code: GLint crop[4] = { 0, 144, 176, -144 }; glBindTexture(GL_TEXTURE_2D, 0); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glEnable(GL_TEXTURE_2D); glColor4f(1,1,1,1); And here is how I draw the frame in native code: glClear(GL_COLOR_BUFFER_BIT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels); glDrawTexiOES(0, 0, 0, w, h); -- 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