Loading compressed textures in Android OpenglES 2.0 - android

I'm trying to optimize my app by having compressed textures. Since a lot of my textures require alpha I can't use ETC1.
I've successfully compressed textures to other formats using hints from this post. Android OpenGL Texture Compression
Problem is I can't seem to adapt my code, to read this textures. The only thing I get with this code is black (colour, instead of texture).
Here is the method, that loads textures:
public static int loadCompressedTexture(Context context, int resourceId){
final int[] textureObjectIds = new int[1];
glGenTextures(1, textureObjectIds, 0);
if(textureObjectIds[0] == 0){
logTextureHelper(Log.WARN, "Could not generate a new OpenGL texture object");
return 0;
}
final InputStream bitmap = context.getResources().openRawResource(resourceId);
byte[] buffer;
ByteBuffer bf;
try {
buffer = new byte[bitmap.available()];
bitmap.read(buffer);
bf = ByteBuffer.wrap(buffer);
glBindTexture(GL_TEXTURE_2D, textureObjectIds[0]);//binds texture to texture object
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);//minimization filter
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//texImage2D(GL_TEXTURE_2D, 0, bitmap, 0);//send texture data to OpenGL to the CURRENTLY BOUND object
GLES20.glCompressedTexImage2D(GLES20.GL_TEXTURE_2D, 0, GL10.GL_PALETTE4_RGBA8_OES, 512, 512, 0, bf.capacity(), bf);
//glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0); //unbind texture
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
return textureObjectIds[0];
}
I currently trying to load resource that is 512x512px, compressed with PvrTexTool, using PVRTC 4bpp RGBA encoding.
Can anyone see what the problem is? Or better yet, point me to an example that works? From what I found I could only find examples for ETC1, who use some ETCUtil to load textures.
EDIT2: Ok I've solved it.
There were 2 problems. First you need to use these texture filters.
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
Secondly I was not aware that pvrtc had a seperate header. The correct offset is thus 67 bytes.
PVRTC format specification
This code now works correctly:
buffer = new byte[bitmap.available()];
bitmap.read(buffer);
int offset = 67; // 52 bit = header, 15 bit = metadata
bf = ByteBuffer.wrap(buffer, offset, buffer.length-offset);
bf.order(ByteOrder.LITTLE_ENDIAN);
long version = bf.getInt(0) & 0xFFFFFFFFL;
long flags = bf.getInt(4);
long pixelFormat = bf.getLong(8);
long colorF = bf.getInt(16);
long chanel = bf.getInt(20);
int height = bf.getInt(24);
int width = bf.getInt(28);
long depth = bf.getInt(32);
long nsurf = bf.getInt(36);
long nface = bf.getInt(40);
long mipC = bf.getInt(44);
long mSize = bf.getInt(48);
long fourCC = bf.getInt(52)& 0xFFFFFFFFL;
long key = bf.getInt(56)& 0xFFFFFFFFL;
long dataSize = bf.getInt(60)& 0xFFFFFFFFL;
// Log.d("TextureHelper","Buffer size: "+version+" "+flags+" "+pixelFormat+" "+colorF+" "+chanel+" "+height+" w: "+width+" h: "+height+" "+depth+" "+nsurf+" "+nface+" "+mipC+" "+mSize);
// Log.d("TextureHelper","Buffer size: "+fourCC+" "+key+" "+dataSize);
glBindTexture(GL_TEXTURE_2D, textureObjectIds[0]);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glCompressedTexImage2D(GL_TEXTURE_2D, 0,GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, width, height, 0, bf.capacity()-offset, bf);
Log.d("TextureHelper","Buffer size: "+bf.capacity()+" : "+buffer.length+" error:"+GLES20.glGetError());
glBindTexture(GL_TEXTURE_2D, 0); //unbind texture

You want to load PVRTC 4bpp RGBA texture via glCompressedTexImage2D? You should use COMPRESSED_RGBA_PVRTC_4BPPV1_IMG instead of GL10.GL_PALETTE4_RGBA8_OES.
IMG_texture_compression_pvrtc
https://www.khronos.org/registry/gles/extensions/IMG/IMG_texture_compression_pvrtc.txt
I'm not sure but it seems Android GLES20 doesn't have those constants, so you need to define it.
// PowerVR Texture compression constants
public static final int GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG = 0x8C00;
public static final int GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG = 0x8C01;
public static final int GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG = 0x8C02;
public static final int GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG = 0x8C03;
And you should check glGetError after glCompressedTexImage2D calling. The value of glGetError should be GL_NO_ERROR.

Related

How to use unity CreateExternalTexture on Android?

Can someone please help me figure out what is the problem with my code? I am trying to load an image from the native side and send the texture to Unity. I am using Unity Pro 5.0.2f1.
Unity Side:
void Start () {
AndroidJavaObject mImageLoader = new AndroidJavaObject("com.saeid.android.LoadTexture2D");
Texture2D texture2D = new Texture2D(1920, 1080, TextureFormat.ARGB32, false);
Int32 texPtr = mImageLoader.Call <Int32> ("loadImageReturnTexturePtr", "/storage/sdcard0/Images/test.jpg");
Debug.Log("texture pointer? " + texPtr);
Texture2D nativeTexture = Texture2D.CreateExternalTexture (1920, 1080, TextureFormat.ARGB32 , false, false, (IntPtr)texPtr);
texture2D.UpdateExternalTexture(nativeTexture.GetNativeTexturePtr());
gameObject.GetComponent<Renderer>().material.mainTexture = texture2D;
}
Java Side:
public int loadImageReturnTexturePtr(String imagePath) {
Log.d(LOGTAG, "loading image1: " + imagePath);
Bitmap bitmap = BitmapFactory.decodeFile(imagePath);
Log.d(LOGTAG, "Bitmap is: " + bitmap);
ByteBuffer buffer = ByteBuffer.allocate(bitmap.getByteCount());
bitmap.copyPixelsToBuffer(buffer);
int textures[] = new int[1];
GLES20.glGenTextures(1, textures, 0);
int textureId = textures[0];
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 1920, 1080, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, buffer);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
Log.d(LOGTAG, "texture id returned: " + textureId);
return textureId;
}
So, I figured it out... The code is actually correct. except the texture format in both side should be the same.
In my case, I have TextureFormat.ARGB32 (in unity side) and GLES20.GL_RGBA (in Java side) which don't match. Also somehow GLES20.glTexImage2D(...) didn't work for me. I replaced it with
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D,0, bitmap,0); and finally I noticed the same code works on same Unity versions and doesn't work on some other. for example it is not working in 5.0.2f1 but it works in 5.0.3.
In addition to ensuring that both Unity and the native plugin expect the same image format, an issue I've experienced is that creating the texture on the CPU thread fails because the thread doesn't have access to the opengl context.
My solution to the problem was to instead create the texture on the render thread, using Unity's GL.IssuePluginEvent.

Delete texture in OpenGl 2.0

I'm working on an android application which augment 3D model when image target is detected using vuforia SDK. Nine 3D model are augmented at a same time. I have loaded texture using GLES20.glGenTextures(1, textureHandle, 0) method. So I've called below method for nine times and store the integer value of texture id in integer array.
public static int loadTexture(Bitmap bitmap)
{
final int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0)
{
isaugmented1 = false;
android.graphics.Matrix matrix = new android.graphics.Matrix();
bitmap = Bitmap.createBitmap(bitmap,0,0,bitmap.getWidth(),bitmap.getHeight(),matrix,true);
// Bind to the texture in OpenGL
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
// Set filtering
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
// Load the bitmap into the bound texture.
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
// Recycle the bitmap, since its data has been loaded into OpenGL.
bitmap = null;
}
if (textureHandle[0] == 0)
{
throw new RuntimeException("Error loading texture.");
}
return textureHandle[0];
}
Now I want to delete that all nine texture, so I've called
GLES20.glDeleteTextures(1, temphandler, 0)
method in a loop as mentioned in below code. but as a result only last texture is deleted. I want to delete all texture which are stored.
public void deleteTexture()
{
if(mosaicHandler!=null){
if(mosaicHandler.length>0)
{
Log.e("deleting", "texture");
for(int i = 0; i<mosaicHandler.length;i++)
{
Log.e("deletingTexture", i+"");
int [] temphandler = new int[1];
temphandler[0] = mosaicHandler[i];
GLES20.glDeleteTextures(1, temphandler, 0);
}
}
}
}
Is there any other way to delete texture whose Id is stored in integer array?
To delete multiple textures at once, just follow the opengl api
https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDeleteTextures.xml

Problems reading ATI compressed textures

I'm trying to use compressed textures on my android application. I have a problem loading textures, textures seem to be "cut-off" on the right side of the object.
For compressing textures I'm using ATI's "TheCompressonator".
For testing I'm using Nexus 5.
I'm suspecting the problem is with my "calculated" size of the texture, but can't find any refenreces / specification of this compression format.
Does anyone know how to properly read this file format?
Here is screenshot from nexus:
Here is how it should have looked (don't mind black object textures, the image for that was missing)
Here is my code snippet.
final int[] textureObjectIds = new int[1];
glGenTextures(1, textureObjectIds, 0);
if(textureObjectIds[0] == 0){
logTextureHelper(Log.WARN, "Could not generate a new OpenGL texture object");
return 0;
}
final InputStream bitmap = context.getResources().openRawResource(resourceId);
byte[] buffer;
ByteBuffer bf;
try {
buffer = new byte[bitmap.available()];
bitmap.read(buffer);
int offset = 0; // 64 bit = header, 15 bit = metadata
bf = ByteBuffer.wrap(buffer, offset, buffer.length-offset);
bf.order(ByteOrder.LITTLE_ENDIAN);
int height = bf.getInt(16);
int width = bf.getInt(12);
int size = ((height + 3) / 4) * ((width + 3) / 4) * 16;
Log.d("TextureHelper","Buffer size: "+width+" "+height+" "+size);
glBindTexture(GL_TEXTURE_2D, textureObjectIds[0]);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glCompressedTexImage2D(GL_TEXTURE_2D, 0,ATC_RGBA_EXPLICIT_ALPHA_AMD, width, height, 0, size, bf);
Log.d("TextureHelper","Buffer size: "+bf.capacity()+" : "+buffer.length+" error:"+GLES20.glGetError());
glBindTexture(GL_TEXTURE_2D, 0); //unbind texture
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
return textureObjectIds[0];
EDIT: Solution
buffer = new byte[bitmap.available()];
bitmap.read(buffer);
int offset = 128; // 64 bit = header, 15 bit = metadata
bf = ByteBuffer.wrap(buffer, offset, buffer.length-offset);
bf.order(ByteOrder.LITTLE_ENDIAN);
int height = bf.getInt(16);
int width = bf.getInt(12);
int size = ((height + 3) / 4) * ((width + 3) / 4) * 16;
Log.d("TextureHelper","Buffer size: "+width+" "+height+" "+size);
bf.compact();///////SOLUTION!
bf.position(0);
glBindTexture(GL_TEXTURE_2D, textureObjectIds[0]);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glCompressedTexImage2D(GL_TEXTURE_2D, 0,ATC_RGBA_EXPLICIT_ALPHA_AMD, width, height, 0, size, bf);
Log.d("TextureHelper","Buffer size: "+bf.capacity()+" : "+buffer.length+" error:"+GLES20.glGetError());
glBindTexture(GL_TEXTURE_2D, 0); //unbind texture
Note: You need to have data at 0 position, if you just offset position(128) it will throw invalid pointer exception.
Your size computation looks correct, but you're uploading the header as image data. After you extract the width and height from the header, offset your byte buffer by the appropriate amount to skip the header and start pointing at the image data.
There are a few ways you could do this, but something like this may work as an example (this could be optimized to remove the second bytebuffer). Also, I'm not sure what texture format you're using, but let's assume your header is, oh, 124 bytes long.
// assumption that buffer[] is the fully loaded contents of the file
byte[] buffer = ... // load entire file from input stream
// read the header
ByteBuffer bfHeader = ByteBuffer.wrap(buffer);
bfHeader.order(ByteOrder.LITTLE_ENDIAN);
int height = bfHeader.getInt(16);
int width = bfHeader.getInt(12);
// offset to image data
int headerSize = 124; // (replace with correct header size)
ByteBuffer bfData = ByteBuffer.wrap(buffer, headerSize, buffer.length-headerSize);
bfData.order(ByteOrder.LITTLE_ENDIAN);
// load image data
int size = ((height + 3) / 4) * ((width + 3) / 4) * 16;
glBindTexture(GL_TEXTURE_2D, textureObjectIds[0]);
GLES20.glCompressedTexImage2D(GL_TEXTURE_2D, 0,ATC_RGBA_EXPLICIT_ALPHA_AMD, width, height, 0, size, bfData);

glReadPixels + FBO is not working

On Android - ES 2. Reading from the framebuffer by calling glReadPixels + FBO. However, the byte array is 0. Interesting enough is that when I remove the binding code (leave the glReadPixels) it works.
Made me wonder if I didn't bind the buffer correctly, although when I check the framebuffer status (glCheckFramebufferStatus) I get GLES20.GL_FRAMEBUFFER_COMPLETE.
Any idea what I've done wrong?
int frameIdIndex=0,renderIdIndex=1,textureIdIndex=2;
int[] bufferId=new int[3];
Bitmap takeOne(Context cntxt) {
DisplayMetrics dm = cntxt.getResources().getDisplayMetrics();
int width = dm.widthPixels;
int height = dm.heightPixels;
//id index 0 frameId, 1 renderId 2 textureId;
GLES20.glGenFramebuffers(1,bufferId,frameIdIndex);
GLES20.glGenRenderbuffers(1, bufferId, renderIdIndex);
GLES20.glGenTextures(1, bufferId, textureIdIndex);
// bind texture and load the texture mip-level 0
// texels are RGB565
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,bufferId[textureIdIndex]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D,0,GLES20.GL_RGBA,width,height,0,GLES20.GL_RGBA,GLES20.GL_UNSIGNED_SHORT_5_6_5,null);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
// bind renderbuffer and create a 16-bit depth buffer
// width and height of renderbuffer = width and height of
// the texture
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, bufferId[renderIdIndex]);
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER,GLES20.GL_DEPTH_COMPONENT16,width,height);
//bind the frameBuffer;
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,bufferId[frameIdIndex]);
//specify texture as color attachment
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER,GLES20.GL_COLOR_ATTACHMENT0,GLES20.GL_TEXTURE_2D,bufferId[textureIdIndex],0);
//specify renderbuffer as depth_attachment
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER,GLES20.GL_DEPTH_ATTACHMENT,GLES20.GL_RENDERBUFFER,bufferId[renderIdIndex]);
//check for framebuffer complete
int status= GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
if(status !=GLES20.GL_FRAMEBUFFER_COMPLETE) {
throw new RuntimeException("status:"+status+", hex:"+Integer.toHexString(status));
}
int screenshotSize = width * height;
ByteBuffer bb = ByteBuffer.allocateDirect(screenshotSize * 4);
bb.order(ByteOrder.nativeOrder());
GLES20.glReadPixels(0, 0, width, height, GLES20.GL_RGBA,
GL10.GL_UNSIGNED_BYTE, bb);
int pixelsBuffer[] = new int[screenshotSize];
bb.asIntBuffer().get(pixelsBuffer);
final Bitmap bitmap = Bitmap.createBitmap(width, height,
Bitmap.Config.RGB_565);
bitmap.setPixels(pixelsBuffer, screenshotSize - width, -width,
0, 0, width, height);
pixelsBuffer = null;
short sBuffer[] = new short[screenshotSize];
ShortBuffer sb = ShortBuffer.wrap(sBuffer);
bitmap.copyPixelsToBuffer(sb);
// Making created bitmap (from OpenGL points) compatible with
// Android
// bitmap
for (int i = 0; i < screenshotSize; ++i) {
short v = sBuffer[i];
sBuffer[i] = (short) (((v & 0x1f) << 11) | (v & 0x7e0) | ((v & 0xf800) >> 11));
}
sb.rewind();
bitmap.copyPixelsFromBuffer(sb);
// cleanup
GLES20.glDeleteRenderbuffers(1, bufferId,renderIdIndex);
GLES20.glDeleteFramebuffers(1, bufferId ,frameIdIndex);
GLES20.glDeleteTextures(1, bufferId,textureIdIndex);
return bitmap;
}
Your formats and types are somewhat mixed up. This glTexImage2D() should already give you a GL_INVALID_OPERATION call if you check with glGetError():
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0,
GLES20.GL_RGBA, width, height, 0,
GLES20.GL_RGBA, GLES20.GL_UNSIGNED_SHORT_5_6_5, null);
GL_UNSIGNED_SHORT_5_6_5 can only be used with a format of GL_RGB. From the documentation:
GL_INVALID_OPERATION is generated if type is GL_UNSIGNED_SHORT_5_6_5 and format is not GL_RGB.
To avoid this error condition, the call needs to be:
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0,
GLES20.GL_RGB, width, height, 0,
GLES20.GL_RGB, GLES20.GL_UNSIGNED_SHORT_5_6_5, null);
The glReadPixels() call itself looks fine to me, so I believe that should work once you got a valid texture to render to.
The bitmap.setPixels() call might be problematic. The documentation says that it expects ARGB colors, and you will have RGBA here. But that's beyond the main scope of your question.

Loading two different textures in Android openGL es

I'm trying to load multiple textures in my Applikation. The Problem is that the second texture isnt displayed right.
This is how i get the Handels:
mTextureDataHandle = TextureHelper.loadTexture(mActivityContext, R.drawable.full_texture);
mTextureDataHandleError = TextureHelper.loadTexture(mActivityContext, R.drawable.full_texture_error);
using this Method:
public static int loadTexture(final Context context, final int resourceId)
{
final int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0 )
{
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false; // No pre-scaling
// Read in the resource
final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);
// Bind to the texture in OpenGL
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
// Set filtering
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
// Load the bitmap into the bound texture.
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
// Recycle the bitmap, since its data has been loaded into OpenGL.
bitmap.recycle();
}
if (textureHandle[0] == 0)
{
throw new RuntimeException("Error loading texture.");
}
return textureHandle[0];
}
during the onDrawFrame method I use this to switch between Textures:
if (LessonFourActivity.error) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandleError);
GLES20.glUniform1i(mTextureUniformHandle, 1);
} else {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle);
GLES20.glUniform1i(mTextureUniformHandle, 0);
}
The texture without the error works fine but when i switch to the error texture it's just black.
Does anyone know an answer to this?
I already found a few answers regarding GL10 but they didnt help me.

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