On Tue, Oct 4, 2011 at 9:25 AM, saex <[email protected]> wrote: > ok, definitively POT it is not the problem, i tested with a 256x256 > figure and it show a white texture.... >
Okay, then I don't see anything immediately wrong with the code you posted. Perhaps just a couple of suggestions: - double-check your GL setup, in particular make sure you call glEnable (GL_TEXTURE_2D) somewhere before you draw. This may sound silly but I saw various parts of GL working *without* being enabled on some drivers (BTW especially stencil buffers tend to Just Work (TM) when they shouldn't ;-) ). Such code then mysteriously fails on other drivers. Similarly, check your lighting setup and anything else that modulates/messes with fragment colours for stuff that could potentially interfere with your texturing. - maybe try first without the mipmapping stuff? I'm not saying it's buggy or something, just saying you might want to start off with the simplest possible thing, make sure that works and then add more advanced stuff step-by-step until it breaks. Then you know where to look for the problem. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

