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
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
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
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);
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