Well I've come up with a solution, but I'd still like to hear from others if you have a better way of doing it.
private int loadTexture(GL10 gl, Bitmap bmp) { int level = 0; int size = bmp.getHeight(); int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); int textureId = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId); while(size >= 1) { GLUtils.texImage2D(GL10.GL_TEXTURE_2D, level, bmp, 0); if(size == 1) break; level++; size /= 2; Bitmap bmp2 = Bitmap.createScaledBitmap(bmp, size, size, true); bmp.recycle(); bmp = bmp2; } return textureId; } On Jul 14, 9:20 am, Mike <mmille...@gmail.com> wrote: > I've created a simple heightmap renderer for Android, and am at the > point where I'd like to apply textures to the terrain. I've had > success with applying a simple texture but there is an unbearable > amount of texture aliasing visible, I guess because there are no > mipmaps for the texture. I could not find any way of automatically > generating mipmaps as all the usual OpenGL methods seem to be > unsupported. > > Have any of you figured out how to generate mipmaps on Android? Do we > need to write our own implementation to to it? > > Thanks, > Mike --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---