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
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
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
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
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
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
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=>
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