[android-developers] Re: OpenGL texture is upside down

2009-02-25 Thread and.pradeep

fill texture buffer starting from upper right coordinate, u would find
it right.

On Dec 29 2008, 5:33 am, Tom H tomhi...@gmail.com wrote:
 Hello.  I'm trying to map atextureon a surface, but it's showing up
 inverted (upside down).  It works correctly in WindowsOpenGL.  Here
 are the relevant code pieces:

 Bitmap b = BitmapFactory.decodeResource(getResources(),
 R.drawable.myBitmap);
 ...
 android.opengl.GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, b, 0);

 I'm usingtexturecoordinates with the origin in the lower left
 corner, like I should.

 The image resource is a PNG file which shows correctly in all image
 viewers.  Any ideas?

 Thanks.
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[android-developers] Re: OpenGL texture is upside down

2008-12-30 Thread clark

On Dec 29, 9:18 pm, Tom H tomhi...@gmail.com wrote:
  I'm using texture coordinates with the origin in the lower left
  corner, like I should.

I haven't messed around with OpenGL ES, but in OpenGL you can change
the orientation by changing the texture coordinates origin.  Instead
of starting with the lower left, try starting from the upper left,
IIRC.


~clark
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[android-developers] Re: OpenGL texture is upside down

2008-12-29 Thread Tomei Ningen
I think Android wants texture to use upper-left as the origin. Have you checked 
API demo?

--- On Sun, 12/28/08, Tom H tomhi...@gmail.com wrote:
From: Tom H tomhi...@gmail.com
Subject: [android-developers] OpenGL texture is upside down
To: Android Developers android-developers@googlegroups.com
Date: Sunday, December 28, 2008, 4:33 PM

Hello.  I'm trying to map a texture on a surface, but it's showing up
inverted (upside down).  It works correctly in Windows OpenGL.  Here
are the relevant code pieces:

Bitmap b = BitmapFactory.decodeResource(getResources(),
R.drawable.myBitmap);
...
android.opengl.GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, b, 0);

I'm using texture coordinates with the origin in the lower left
corner, like I should.

The image resource is a PNG file which shows correctly in all image
viewers.  Any ideas?

Thanks.





  
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[android-developers] Re: OpenGL texture is upside down

2008-12-29 Thread Tom H

I just checked TriangleRenderer.java in the API demos (API Demos /
Graphics / OpenGL ES / Textured Triangle).  It's upside down too.

On Dec 29, 5:38 pm, Tomei Ningen tomei.nin...@yahoo.com wrote:
 I think Android wants texture to use upper-left as the origin. Have you 
 checked API demo?

 --- On Sun, 12/28/08, Tom H tomhi...@gmail.com wrote:
 From: Tom H tomhi...@gmail.com
 Subject: [android-developers] OpenGL texture is upside down
 To: Android Developers android-developers@googlegroups.com
 Date: Sunday, December 28, 2008, 4:33 PM

 Hello.  I'm trying to map a texture on a surface, but it's showing up
 inverted (upside down).  It works correctly in Windows OpenGL.  Here
 are the relevant code pieces:

 Bitmap b = BitmapFactory.decodeResource(getResources(),
 R.drawable.myBitmap);
 ...
 android.opengl.GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, b, 0);

 I'm using texture coordinates with the origin in the lower left
 corner, like I should.

 The image resource is a PNG file which shows correctly in all image
 viewers.  Any ideas?

 Thanks.
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[android-developers] Re: OpenGL texture is upside down

2008-12-29 Thread Tom H

I just checked TriangleRenderer.java in the API demos (API Demos /
Graphics / OpenGL ES / Textured Triangle).  It's upside down too.

On Dec 29, 5:38 pm, Tomei Ningen tomei.nin...@yahoo.com wrote:
 I think Android wants texture to use upper-left as the origin. Have you 
 checked API demo?

 --- On Sun, 12/28/08, Tom H tomhi...@gmail.com wrote:
 From: Tom H tomhi...@gmail.com
 Subject: [android-developers] OpenGL texture is upside down
 To: Android Developers android-developers@googlegroups.com
 Date: Sunday, December 28, 2008, 4:33 PM

 Hello.  I'm trying to map a texture on a surface, but it's showing up
 inverted (upside down).  It works correctly in Windows OpenGL.  Here
 are the relevant code pieces:

 Bitmap b = BitmapFactory.decodeResource(getResources(),
 R.drawable.myBitmap);
 ...
 android.opengl.GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, b, 0);

 I'm using texture coordinates with the origin in the lower left
 corner, like I should.

 The image resource is a PNG file which shows correctly in all image
 viewers.  Any ideas?

 Thanks.
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