Hello.

I'm writing a simple game with OpenGL.

I've been using the emulator to test it up until now, and it has
worked fine there. Today I deployed it to my phone, and some parts of
the rendering was not working.

I load textures with the following settings.

gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_LINEAR);


gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
                        
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);

Now, rectangles textures with a 1:1 size works on the phone. (A
rectangle of dimension 16*16 with a texture of dimension 16*16 for
example).

However, my background, which utilizes the GL_REPEAT parameter to
texture a a larger surface does not work. Neither does a background
overlay which is essentially a vertex array of ~2000 vertices.
Everything's just black.

Are there any gotcha's I'm missing, or does anyone have an inkling as
to why this is the case?

Both Emulator and Phone are Android 2.1-Update 1.

-Terje

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