On Mar 15, 4:27 pm, ip332 <[email protected]> wrote:
> The size is not an issue, the blending type - also.
> Could you provide a complete source code ?

It's not that easy to do as it is not a simple test code sample...
What exactly would You like to see?
Info: GL_RENDERER is "Adreno 200"

Here is the loading part...
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
int[] id = new int[1];
GLES20.glGenTextures(1, id, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, id[0]);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
...
bitmap.recycle();
bitmap = null;
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Here is the setting to shader part:
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
int location = GLES20.glGetUniformLocation(m_curProgram.id(),
strShaderComponent);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, gl_texture_id);
GLES20.glUniform1i(location, 0);
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

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