[android-developers] Re: Mipmap Generation

2009-09-04 Thread Ante
Hi Mike. This works in the emulator: if(gl instanceof GL11) { gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL11.GL_TRUE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); } Though, this doesnt help if your device doesnt support the GL11 implementation. I tried yo

[android-developers] Re: Mipmap Generation

2009-07-30 Thread nea
Hi I am also currently trying to get MipMaps to work and eventually this is the thread that pops up several times in the search ^^'. The problem I have with your posted solution, it does not work for me. As soon as I try it your way I do not get any texture at all. It just stays white. What coul

[android-developers] Re: Mipmap Generation

2009-07-24 Thread Nightwolf
In texture loading function please try the following gl.glGenTextures(1, texID, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, texID[0]); 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_LINEA

[android-developers] Re: Mipmap Generation

2009-07-14 Thread Mike
Well I've come up with a solution, but I'd still like to hear from others if you have a better way of doing it. private int loadTexture(GL10 gl, Bitmap bmp) { int level = 0; int size = bmp.getHeight(); int[] textures = new int[1]; gl.glGenTextures(1, textures, 0);