Why are you using the ARGB_4444 mode?

On Tue, Feb 17, 2009 at 10:03 PM, Rye <[email protected]> wrote:
>
> All the textures I create from my resource files are fine, but when I
> create a texture in the following way...
>
> <code>
>
> mOverlay = Bitmap.createBitmap((int)mWidth, (int)mHeight,
> Bitmap.Config.ARGB_4444);
> mOverlay.eraseColor(0);
> mOverlayCanvas = new Canvas(mOverlay);
>
> ...
>
> Canvas c = mOverlayCanvas;
> c.drawColor(Color.argb(0, 0, 0, 0));
> Paint p = new Paint();
> p.setColor(Color.RED);
> c.drawCircle(160, 240, 10, p);
>
> ...
>
> int[] texture = new int[1];
> gl.glGenTextures(1, texture, 0);
> mOverlayID = texture[0];
> gl.glBindTexture(GL10.GL_TEXTURE_2D, mOverlayID);
> gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
> GL10.GL_LINEAR);
> gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
> GL10.GL_LINEAR);
> gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
> GL10.GL_REPEAT);
> gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
> GL10.GL_REPEAT);
> gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
> GL10.GL_REPLACE);
> GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, mOverlay, 0);
>
> </code>
>
> It is drawn in solid white when I draw it with...
>
> <code>
>
> gl.glActiveTexture(GL10.GL_TEXTURE0);
> gl.glBindTexture(GL10.GL_TEXTURE_2D, mOverlayID);
> gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mOverlayVB);
> gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mOverlayTB);
> gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 6);
>
> </code>
>
> All of my textures loaded from files work just fine, with all the same
> gl.glEnable/Disable settings the same.  This one comes out white.  Any
> hints?
> >
>



-- 
Romain Guy
Android framework engineer
[email protected]

Note: please don't send private questions to me, as I don't have time
to provide private support.  All such questions should be posted on
public forums, where I and others can see and answer them

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