Thanks for the tips, much appreciated! I'll try the other approach to
avoid the pixel buffer stuff. My biggest problem was I was attempting
this from another thread and it wasn't doing anything.
On Jul 4, 1:26 pm, gjs garyjamessi...@gmail.com wrote:
Hi Tom,
Thanks for the suggestion about
As I understand it
glBindTexture() sets the active texture by it's Id
and
glTexImage2D() fills whatever the active texture is with the contents
of the buffer
so recalling that ought to change the texture
On Jul 2, 6:52 am, Bruce Rees baree...@gmail.com wrote:
Hi All,
I have a texture-mapped
Also you can use glTexSubImage2D() if only a portion of your bitmap is
changing. For these sorts of operations android.opengl.GLUtils will be
*much* more efficient (and simpler) than your current approach of populating
a ByteBuffer since the native helper methods can access the Bitmap pixel
data
Hi Tom,
Thanks for the suggestion about GLUtils.
I went back found that the TriangleRenderer.java example had been
updated some time ago to use this method which is as you say is *much*
more efficient (faster) simpler than using a ByteBuffer and doing
the color conversions.
( It pays to
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