http://www.khronos.org/webgl/wiki/WebGL_and_OpenGL_Differences
> While OpenGL 2.0 and later for the desktop offer full support for non-power-of-two (NPOT) textures, OpenGL ES 2.0 and WebGL have only limited NPOT support. Chances are you're using OpenGL ES 1.1 anyways, unless the highest profile is automagically selected for you when creating a context (I have no idea). But if OpenGL ES 2.0 has only limited support, it seems likely NPOT is almost entirely missing in 1.1 Someone more knowledgeable can correct me, but this is likely at least close. Just use power of two sized textures, you can pre-scale them is need be. Cheers, Dan On Apr 1, 2011 6:24 PM, "a a" <[email protected]> wrote: > Why should bitmap with 2, 4, 8, 16, 32, 64, 128.........otherwise, it > will be white board? > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to [email protected] > To unsubscribe from this group, send email to > [email protected] > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

