Reputation: 71
I'm creating a game using OpenGL ES 1.0. I recently updated my tablet to android 4.0.3 and now all my textures just show up black. I tried turning hardware acceleration on and off and it doesn't seem to make a difference.
Here is my code for loading textures.
public void loadTexture(GL10 gl, Context context, int image, boolean has_alpha) {
m_alpha = has_alpha;
int [] textures = new int[1];
gl.glDeleteTextures(1, textures, 0);
gl.glGenTextures(1, textures, 0);
m_textureid = textures[0];
gl.glBindTexture(GL10.GL_TEXTURE_2D, m_textureid);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
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_CLAMP_TO_EDGE);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), image);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
bmp.recycle();
}
Here is my code for rendering them.
public void render(GL10 gl, float rotation) {
gl.glPushMatrix();
gl.glEnable(GL10.GL_TEXTURE_2D);
// Tell OpenGL where our texture is located.
gl.glBindTexture(GL10.GL_TEXTURE_2D, m_textureid);
// Tell OpenGL to enable the use of UV coordinates.
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Telling OpenGL where our UV coordinates are.
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureVB);
if(m_3d) {
// Counter-clockwise winding.
gl.glFrontFace(GL10.GL_CCW);
// Enable face culling.
gl.glEnable(GL10.GL_CULL_FACE);
// What faces to remove with the face culling.
gl.glCullFace(GL10.GL_BACK);
}
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// Specifies the location and data format of an array of vertex
// coordinates to use when rendering.
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexVB);
// Set flat color
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// Smooth color
if (colorVB != null) {
if(m_alpha) {
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
}
// Enable the color array buffer to be used during rendering.
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorVB);
}
gl.glTranslatef(m_a.m_pos.x + m_dist_x, m_a.m_pos.y + m_dist_y, m_a.m_pos.z + m_dist_z);
gl.glRotatef(rotation, 0.0f, 0.0f, 1.0f);
// Point out the where the color buffer is.
gl.glDrawElements(GL10.GL_TRIANGLES, indicies.length,
GL10.GL_UNSIGNED_SHORT, indexVB);
// Disable the vertices buffer.
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
if(m_alpha) {
gl.glDisable(GL10.GL_BLEND);
}
if(m_3d) {
// Disable face culling.
gl.glDisable(GL10.GL_CULL_FACE);
}
// Disable the use of UV coordinates.
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Disable the use of textures.
gl.glDisable(GL10.GL_TEXTURE_2D);
//gl.glPopMatrix();
gl.glPopMatrix();
}
Upvotes: 1
Views: 1385
Reputation: 71
I've solved the issue. I was loading the bitmaps with the following code
Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), image);
I replaced it with
Bitmap bmp = null;
InputStream is = context.getResources().openRawResource(image);
try {
bmp = BitmapFactory.decodeStream(is);
} finally {
try {
is.close();
is = null;
} catch(IOException e) {
}
}
That allowed all textures that are power of 2 sizes to be rendered. Any textures that are not power of 2 sizes will not render. OpenGL ES 1.0/1.1 can't handle non-power of 2 textures it seems. I'm still not sure why I was able to render them when my tablet was running honeycomb.
EDIT:
I found a way to get non-power of 2 textures to render using OpenGL ES 1.0. You must have the following functions set to GL_CLAMP_TO_EDGE
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
Upvotes: 4