[android-developers] Re: OpenGL context => how to load non power of two dimension bitmap?

2008-12-07 Thread Xavier Mathews
Hi I think there is a program app or something for power two bitmap for the G1 did you check the market. I can't remember what it was called but someone was having this problen with support and found the app. On 12/07/2008, Mathias Agopian <[EMAIL PROTECTED]> wrote: > > Hi, > > The G1 h/w doesn't

[android-developers] Re: OpenGL context => how to load non power of two dimension bitmap?

2008-12-07 Thread Mathias Agopian
Hi, The G1 h/w doesn't support non power-of-two texture (NPOT) dimensions. However, Android's software implementation does. In order to know if a particular opengl context supports NPOT, you need to check for the npot extension string. When the extension is not available, you have to use a bigge

[android-developers] Re: OpenGL context => how to load non power of two dimension bitmap?

2008-12-05 Thread Robert Green
I was not talking about scaling but instead talking about texture mapping which is known as UV or UVW mapping by some and S&T mapping by openGL guys. In the past I've been able to use 3dsmax to do my UVW map and then export it along with my mesh but I haven't gotten into all of that with Android

[android-developers] Re: OpenGL context => how to load non power of two dimension bitmap?

2008-12-05 Thread Guian
here is my solution : (very simple with the Bitmap from android SDK ;) ) its NOT possible to load non power of two size bitmap as texture but it's very easy to resize our bitmap ;) => [syntax="java"] //correct the bitmap if its not a power of two width if(((Math.log((doubl

[android-developers] Re: OpenGL context => how to load non power of two dimension bitmap?

2008-12-05 Thread Guian
I found this way to used non power of two size picture as a texture and the textured is filled with black but it doesn't matter : QUOTE : Find the smallest power of 2 testure that still contains the non-power-of-two (NPOT) texture. Then adjust texture

[android-developers] Re: OpenGL context => how to load non power of two dimension bitmap?

2008-12-04 Thread Robert Green
Pretty much the rule with 3D stuff is that you always use power-of-2 size textures. Many times the texture won't be filled all the way with usable stuff (lots of black area) but that doesn't matter because you only really care about the areas within the UV maps anyway. On Dec 4, 8:39 pm, "Dianne

[android-developers] Re: OpenGL context => how to load non power of two dimension bitmap?

2008-12-04 Thread Dianne Hackborn
I believe the G1 hardware does not support non-power-of-2 textures. On Thu, Dec 4, 2008 at 8:48 AM, Guian <[EMAIL PROTECTED]> wrote: > > in the OpenGL android API (android.opengl.GLUtils.texImage2D() ) > ( http://code.google.com/android/reference/android/opengl/GLUtils.html > ) > we can read=>